Master Of The Wild Hunt (CR 12 )
Alignment: Always neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +17, and Spot +17
AC: 21 (+3 Dex, +5 armor, +3 natural), touch 13, flat-footed 18
Hit Dice: 15d8+45 (112 hp); DR: 10/magic
Fort +12, Ref +12, Will +11
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +15; Grapple +11
Attack: +3 longspear +24 melee
Full Attack: +3 longspear +24 melee
Damage: +3 longspear 1d8+8
Special Attacks/Actions: Spells, charm person, favored enemy (goblinoid, beasts, animals, demons), wild empathy
Abilities: Str 20, Dex 17, Con 16, Int 18, Wis 15, Cha 16
Special Qualities: SR 16, detect evil
Feats: Blind-fight; Cleave; Dodge; Great Cleave; Power Attack; Track; Weapon Focus (longspear)
Skills: Bluff +13, Concentration +18, Handle Animal +18, Heal +12, Hide +9, Intimidate +13, Knowledge (arcana) +12, Knowledge (nature) +15, Listen +17, Move Silently +9, Search +12, Sense Motive +15, Spellcraft +12, Spot +17, and Survival +19
Advancement: By character class
Climate/Terrain: Any land
Organization: Wild Hunt (Master plus 20 black hounds)
Ranger Class: The Master of the Hunt has the abilities of a 15th-level ranger.
Charm Person (Su): 30-foot radius of the Master and his hounds; Will save (DC 20) or affected creatures join the hunt.
Spells (0/2/1/1/1): 1st - resist elements, speak with animals; 2nd - snare; 3rd - water walk; 4th - freedom of movement.
Detect Evil (Su): The Master continuously detects evil as the spell cast by a 20th-level sorcerer. The Master can suppress or restart this ability as a free action.
THE PACK OF THE WILD HUNT
The Wild Hunt consists of 20 Medium-size black hounds. They have licks of green fire for tongues and glowing green eyes.
Treat the black hounds of the Wild Hunt as 5 HD wolves with the following bonuses : Spell Resistance (Ex): SR 14
The Master of the Wild Hunt and the Pack of the Wild Hunt first appeared in Deities and Demigods (James Ward and Rob Kuntz, 1980).