Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Focus Gaze
(concentrate, enchantment, fear, incapacitation, mental, primal, visual) The wild hunt hound fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt hound'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 hound's next turn.
Ability
Greensight
The wild hunt hound ignores the concealed condition from leaves and other foliage.
Ability
Instinctive Cooperation
The wild hunt hound automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures.
Ability
Planar Acclimation
The wild hunt hound treats the plane it is located on as its home plane.
Ability
Primal Innate Spells
DC 34; 7th dispel magic; 6th stone tell; 5th locate (×3); Cantrips (7th) detect magic, know direction, mage hand; Constant (7th) see invisibility, speak with animals, speak with plants
Ability
Summon Pack
Frequency: once per day
Effect: With a howl, the wild hunt hound summons a fog that manifests into several misty hounds. These foggy hounds shift and race and howl in a 20-foot aura as long as the wild hunt hound Sustains the effect. While the hounds seem to be made of fog, their teeth are very real, and any creature that ends its turn in this aura takes 6d6 piercing damage from numerous bites (DC 31 basic Reflex save).
Ability
Wild Gaze
(aura, enchantment, fear, incapacitation, mental, primal, visual) 30 feet. Those who meet the gaze of a wild hunt hound 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 hound 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 hound grants all other members of the wild hunt in the aura except wild hunt hounds the effects of its constant see invisibility innate spell.
Offense
Melee
Circumstance: combat round (melee)
jaws +29 [+25/+21] (agile), Damage 3d10+11 piercing plus Knockdown
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
Weakness
cold iron 15