Wild Hunt
About
The Wild Hunt is a spectral procession of riders, hounds, horns, and collected dead crossing the winter sky or racing along forbidden roads. Traditions disagree on its leader and purpose. The host carries those already claimed by oath, death, or terrible invitation. Individual riders remain fragments of the Hunt's greater momentum.
Stats
Save Rolls
Traits
Special Attack
Ride Down the Marked: creatures in a 100 ft line make a Quick save. A failure deals 5d10 cold and bludgeoning damage and carries the creature 40 ft with the Hunt. A successful save avoids the damage and movement. Horn Across the Road: every unmarked creature within 100 ft makes a Mind save. On a failure it must choose immediately to join the Hunt, challenge it, or flee 30 ft; only the chosen act can mark that creature. A successful save requires no choice and leaves the creature unmarked.
Special Defense
No Claim Without a Mark: the Hunt cannot use Ride Down the Marked against someone who has neither joined, challenged, nor been named by it. Removing a false mark causes the Hunt to lose half its current HP.