With a deep resonant call you blow upon your hunting horn as you present your gifts for the fey spirits. The sound of other hunting horns and baying hounds soon join in as the veil splits and the hounds and hunters of the Feywild join your call to hunt.
Any creature within 30 feet of you on the turn that you cast this spell must make a Wisdom save or become Frightened until the end of its next turn.
At the start of the next round the hunters appear as a group within 30 feet of the caster (huge swarm 15 foot square made of medium creatures). The spell summons a swarm of Wild hunters (a mix of fey elven hunters and fey hounds) The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turn. It obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The swarm is considered a fey creature, and it disappears along with any equipment it has when reduced to 0 hit points or when the spell ends.
At higher levels: When upcast using a 5th level spell slot the swarm's size become gargantuan (25 feet square) its hit points increase to 120, its proficiency bonus increase by +1 increasing all its skill and to hit values by +1, and its melee and ranged damage values increase (8d6+8 / 4d8+8.) At 7th level its size increases to a swarm 30 feet square, its hit points increase to 180, its proficiency bonus increase by +3 increasing all its skill and to hit values by +3, and its melee and ranged damage increase again (12d6+12 / 6d8+12.) At 9th level its size increases to a swarm 35 feet square, its hit points increase to 240, its proficiency bonus increase by +4, increasing all its skill and to hit values by +4, and its melee and ranged damage increase again (16d6+16 / 8d8+16.)
Wild Hunters
Huge swarm of medium creatures (Fey)
Armor Class: 13
Hit Points: 60
Speed: 40 ft.
STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 11 (+0) WIS: 14 (+2) CHA:10 (+0)
Skills: Perception +3, Survival +3
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Elvish, Sylvan
Proficiency Bonus: +2
Resistance: Bludgeoning, Piercing, and Slashing damage
immunity to the following conditions: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, and Stunned.
Keen Hearing and Smell: The wild hunters have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a medium creature. The swarm can’t regain Hit points or gain Temporary Hit Points.
Aura of fear: Any creature within 10 feet of the wild hunters must make a Wisdom save vs. the spell casters save DC or become Frightened of the wild hunters until the end of their next turn. A creature that makes its save against this affect is immune to this effect for 24 hours.
Actions:
Melee Attack (swords and bites): +4 to hit, reach 0 ft., one target. Hit: 16 (4d6 + 4) piercing damage, or 8 (2d6+2) piercing damage if the swarm has ½ or less hit points.
Ranged Weapon Attack (longbows): +4 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 4) piercing damage, or 6 (1d8+2) piercing damage if the swarm has ½ or less hit points.
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