Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Focus Gaze
(concentrate, enchantment, fear, incapacitation, mental, primal, visual) The wild hunt archer fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt archer's wild gaze. If the creature was already slowed by the wild gaze before attempting its save, a failed save causes it to be paralyzed for 1 round. After attempting its save, the creature is temporarily immune to Focus Gaze from any wild hunt until the start of the wild hunt archer's next turn.
Ability
Greensight
The wild hunt archer ignores the concealed condition from leaves and other foliage.
Ability
Infuse Arrow
2 circumstance penalty to any save against the spell's effect. If the Strike misses, the spell is wasted.
Ability
Instinctive Cooperation
The wild hunt archer automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures.
Ability
Living Bow
(primal, transmutation) The wild hunt archer carries a manifestation of their archery in the form of a living bow. This weapon functions as a +2 greater striking frost composite longbow as long as it is wielded by the wild hunt archer, but in any other creature's hands the living bow functions as a normal, nonmagic composite longbow. A wild hunt archer can manifest a replacement living bow if its previous one is lost or destroyed by performing a one-minute activity that has the concentrate trait. A living bow appears to be made of wood and constantly sprouts leaves that turn autumnal colors and drop away; it's bowstring is a glowing green line of energy. A wild hunt archer spontaneously generates arrows as needed from its quiver when using a living bow.
Ability
Planar Acclimation
The wild hunt archer treats the plane it is located on as its home plane.
Ability
Primal Innate Spells
DC 37, attack +29; 8th disintegrate, polar ray; 7th cloudkill, eclipse burst, finger of death, vampiric touch (×3), wall of ice; 6th stone tell; Cantrips (8th) know direction; Constant (8th) speak with animals, speak with plants
Ability
Seeking Shots
The wild hunt archer's ranged Strikes and spells with ranged attack rolls ignore their target's concealed condition.
Ability
Wild Gaze
(aura, enchantment, fear, incapacitation, mental, primal, visual) 30 feet. Those who meet the gaze of a wild hunt archer come face-to-face with the hunt's fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn in the aura, it must succeed at a DC 34 Will save to resist becoming slowed 1 (slowed 2 on a critical failure). The wild hunt archer can deactivate or activate this aura by using a single action, which has the concentrate trait.
Ability
Wild Hunt Link
(aura, divination, magical) 500 feet. A wild hunt archer grants all other members of the wild hunt in the aura except wild hunt archer the ability to target concealed creatures with ranged Strikes without having to succeed at a DC 5 flat check.
Offense
Melee
Circumstance: combat round (melee)
horns +30 [+26/+22] (agile), Damage 3d12+12 piercing
Offense
Ranged
Circumstance: combat round (ranged)
living bow +32 [+27/+22] (deadly d10, propulsive, range 100 feet, volley 30 feet), Damage 3d8+12 piercing plus 1d6 cold
Trait
Fey
Creatures of the First World are called the fey.
Trait
Wild Hunt
Creatures with the wild hunt trait are never below 14th level. They possess greater darkvision, greensight, planar acclimation, wild gaze, instinctive cooperation, weakness to cold iron, the ability to speak with plants and animals, and their own specific wild hunt link.
Item
+2 resilient leather armor
living bow
Language
Aklo
Common
speak with animals
speak with plants
Sylvan
Perception
greater darkvision
greensight
scent (imprecise) 30 feet
true seeing
Weakness
cold iron 15