Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Wild Gaze (aura, enchantment, fear, incapacitation, mental,
Ability
Befuddle
(enchantment, mental, primal) A wild hunt scout can emit a beam of emerald light from their crystal shard to attempt an emerald beam ranged Strike. If the beam hits, it inflicts no damage (nor does it inflict precision damage from a sneak attack), but it overstimulates the target's mind, causing them to become dazzled and flat-footed for 1 round. On a critical hit, the target is also blinded for 1 round.
Ability
Deny Advantage
A wild hunt scout isn't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of their level or lower using surprise attack. However, they can still help their allies flank.
Ability
Focus Gaze
(concentrate, enchantment, fear, incapacitation, mental, primal, visual) The wild hunt scout fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt scout'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 scout's next turn.
Ability
Forceful Focus
Circumstance: The wild hunt scout cast magic missile the previous round.
The wild hunt scout focuses on their mastery of force, standing still as they become swathed in pulsing emerald light. Any magic missile innate spells they have cast that day are restored, allowing them to be cast again. Until the end of their next turn, any creature that takes force damage from the wild hunt scout must succeed at a DC 40 Fortitude save or be stunned 1 (stunned 3 on a critical failure). The wild hunt scout can't use forceful focus for 1 hour.
Ability
Greensight
The wild hunt scout ignores the concealed condition from leaves and other foliage.
Ability
Instinctive Cooperation
The wild hunt scout automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures.
Ability
Manifest Crystals
A wild hunt scout can manifest a +2 greater striking scimitar made of crystalized force or a fist-sized shard of the same in her hands. These objects vanish upon the wild hunt scout's death, or as soon as they no longer possess the items.
Ability
Planar Acclimation
The wild hunt scout treats the plane it is located on as its home plane.
Ability
Primal Innate Spells
DC 40, attack +32; 9th magic missile, unfettered pack; 8th disappearance, wind walk; 7th magic missile, plane shift; 6th stone tell; 5th dimension door (×3), magic missile; Cantrips (9th) know direction; Constant (9th) pass without trace, speak with animals, speak with plants, true seeing
Ability
primal, visual)
30 feet. Those who meet the gaze of a wild hunt scout 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 37 Will save to resist becoming slowed 1 (slowed 2 on a critical failure). The wild hunt scout can deactivate or activate this aura by using a single action, which has the concentrate trait.
Ability
Sneak Attack
A wild hunt scout's Strikes deal 3d6 extra precision damage to flat-footed creatures.
Ability
Wild Hunt Link
(aura, divination, magical) A wild hunt scout grants all other members of the wild hunt in the aura except wild hunt scouts deny advantage.
Offense
Melee
Circumstance: combat round (melee)
crystal scimitar +35 [+30/+25] (forceful, sweep), Damage 3d6+17 slashing plus 2d6 force
Offense
Ranged
Circumstance: combat round (ranged)
emerald beam +34 [+29/+24] (range 40 feet), Effect: befuddle
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
Aklo
Common
speak with animals
speak with plants
Sylvan
Perception
greater darkvision
greensight
scent (imprecise) 30 feet
Weakness
cold iron 15