Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Bewildering Hoofbeats
(auditory, aura, emotion, enchantment, mental, primal) The wild hunt horse stamps its hooves and prances in place, creating the sound of hundreds of horses apparently approaching from all directions. Each creature within 60 feet must attempt a DC 33 Will save. Critical Success The creature is unaffected and is temporarily immune to Bewildering Hoofbeats for 1 hour. Success The creature is distracted by the sound. Until the start of the creature's next turn, if it attempts to use a reaction, it must succeed at a DC 5 flat check or the reaction is disrupted, wasted with no effect. Failure The creature is bewildered by the sound, with the same effects as success except it is also confused for 1 round. Critical Failure As failure, but the confusion effect persists for 1 minute or until the creature recovers by other means.
Ability
Buck [Reaction]
DC 36
Ability
Deafening Cry
(auditory, evocation, primal, sonic) The wild hunt horse gives out a thundering cry in a 15-foot cone. Creatures in the area take 16d6 sonic damage (DC 36 basic Fortitude save, plus deafened for 1 minute on a critical failure). The wild hunt horse can't use Deafening Cry again for 1d4 rounds.
Ability
Focus Gaze
(concentrate, enchantment, fear, incapacitation, mental, primal, visual) The wild hunt horse fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt horse'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 horse's next turn.
Ability
Greensight
The wild hunt horse ignores the concealed condition from leaves and other foliage.
Ability
Instinctive Cooperation
The wild hunt horse automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures.
Ability
Planar Acclimation
The wild hunt horse treats the plane it is located on as its home plane.
Ability
Primal Innate Spells
DC 36; 8th freedom of movement, tree stride (self plus willing rider); 6th stone tell; Cantrips (8th) know direction, mage hand; Constant (8th) speak with animals, speak with plants
Ability
Rider Synergy
If the wild hunt horse has a wild hunt rider, damage done to the horse or rider from Strikes is split equally between the two.
Ability
Trample
Medium or smaller, hoof, DC 36.
Ability
Wild Gaze
(aura, enchantment, fear, incapacitation, mental, primal, visual) 30 feet. Those who meet the gaze of a wild hunt horse 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 31 Will save to resist becoming slowed 1 (slowed 2 on a critical failure). The wild hunt horse 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 horse grants all other members of the wild hunt in the aura except wild hunt horses a +10-foot status bonus to Speed.
Offense
Melee
Circumstance: combat round (melee)
hoof +30 [+26/+22] (agile), Damage 3d10+12 bludgeoning plus 1d8 persistent bleed
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.
Language
Common
speak with animals
speak with plants
Sylvan
Perception
greater darkvision
greensight
scent (imprecise) 30 feet
Weakness
cold iron 15