Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Attack of Opportunity [Reaction]
Ability
Brutal Gore
A creature critically hit by a monarch's horns strike is stunned 1.
Ability
Call Glaive or [three-actions]
(conjuration, primal, teleportation) The wild hunt monarch wields a magic weapon known as a monarch's glaive. This weapon functions as a +3 major striking greater thundering wounding glaive in the monarch's hands only. The monarch can call their glaive to their hands using this action, transporting it across any distance. If their glaive is destroyed, the monarch can create a new one by using Call Glaive as a three-action activity that gains the manipulate trait.
Ability
Call to the Hunt
Frequency: once per day
Effect: The wild hunt monarch blows their monarch's horn, causing two wild hunt scouts or four wild hunt archers part of the monarch's wild hunt link and no more than 1 mile from the monarch's location to appear as the monarch chooses at any point within 30 feet. They act immediately before the wild hunt monarch in initiative starting on the next round.
Ability
Focus Gaze
(concentrate, enchantment, fear, incapacitation, mental, primal, visual) The wild hunt monarch fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt monarch'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 monarch's next turn.
Ability
Greensight
The wild hunt monarch ignores the concealed condition from leaves and other foliage, mist, and fog.
Ability
Instinctive Cooperation
The wild hunt monarch automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures.
Ability
Planar Acclimation
The wild hunt monarch treats the plane it is located on as its home plane.
Ability
Primal Innate Spells
DC 40, attack +32; 10th primal phenomenon; 9th dispel magic, dominate, finger of death; 8th charm, suggestion, wind walk; 7th hallucinatory terrain, plane shift, veil; 6th stone tell; Cantrips (10th) electric arc, ghost sound, know direction, produce flame; Constant (10th) speak with animals, speak with plants
Ability
Rituals
DC 44; 8th control weather; 6th primal call (creatures with the wild hunt trait only)
Ability
Wild Gaze
(aura, enchantment, fear, incapacitation, mental, primal, visual) 30 feet. Those who meet the gaze of a wild hunt monarch 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 39 Will save to resist becoming slowed 1 (slowed 2 on a critical failure). The wild hunt monarch can deactivate or activate this aura by using a single action, which has the concentrate trait.
Ability
Wild Hunt Link
(aura, divination, magical) 1 mile. A wild hunt monarch grants all other members of the wild hunt in the aura except wild hunt monarchs an increasesed range of wild hunt link to affect all wild hunt members within a mile. Other wild hunt creatures in this link who end their turn within 60 feet of a wild hunt monarch gain regeneration 50 until the end of their next turn; this regeneration can only be deactivated by forcing the wild hunt out of the 60-foot aura or by killing the wild hunt monarch.
Ability
Wild Reincarnation
2 status penalty to this save if it was under any enchantment effect placed by the monarch when it died. Critical Success The creature is instead restored to life as if via raise dead (heightened to 10th level), and it is permanently immune to Wild Reincarnation from that wild hunt monarch. Success The creature is not reincarnated and remains dead. Failure The creature is temporarily reincarnated as a fey creature of the monarch's choice. The new fey must be of a level equal to or less than the dead creature's level, and it functions in all ways as that fey creature; it retains none of the abilities and only scatterings of the memories or personality of the reincarnated character, and it follows the commands and orders of the wild hunt monarch. After 1 minute, the reincarnated fey dies and its body reverts back to its original corpse, which can then be restored to life normally. Critical Failure As failure, but the reincarnated fey remains alive until slain; a miracle, wish or similarly powerful spell or effect can reverse the reincarnation as well.
Offense
Melee
Circumstance: combat round (melee)
glaive +38 [+33/+28] (deadly d8, forceful, reach), Damage 4d8+20 slashing plus 1d6 sonic and 1d6 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.
Item
monarch's glaive
monarch's horn
Language
Aklo
Common
Draconic
speak with animals
speak with plants
Sylvan
Perception
greater darkvision
greensight
scent (imprecise) 30 feet
Weakness
cold iron 20