Master of the Wild Hunt
While powerful practitioners of nature magic, druids are often best-known for the secretive groups they form, known as Circles, where druids with similar interests and focuses gather to unite their strengths. However, not all druids subscribe to the philosophy of the established Circles, believing the connection they share with nature is too personal for open collaboration. Known as shamans, these reclusive spellcasters instead choose the company of the wilds, living entirely on their own, or surrounded by forms of nature they feel most closely to. It is said that for every being in nature, there is a shaman that chooses to bond with it.
Among the Wolfpack The most common aspects of nature for shamans to integrate themselves with are animals, particularly those with pack instincts. While lions, elephants, and even dolphins all serve well as foster families, one of the most commonly chosen pack animals are wolves, whose popular presence, large numbers, and a strong social order make them a popular choice. Not all shamans choose to live with their pack- some maintain a distance, coexisting with their chosen animals, but maintaining a separate lifestyle so as not to disturb their natural balance. Others work over time to fully immerse themselves into the lives of the pack, over time becoming a trusted and familiar face. Shamans who bond with wolf packs, and grow to lead the pack themselves, are designated the title of master of the wild hunt.
Hunting in Numbers A master of the wild hunt can often be more reclusive than other shamans, growing distant not only from civilization, but from their own humanity. Throwing aside moral concerns, they ae as much guided by instinct as the wolves which follow them. Acting in this way, they can grow fiercely territorial, working to drive away other intelligent races that come near their homes, and taking no mercy upon those who risk upsetting the natural balance. Others relish the approach of others, seeing intruders as just another form of prey, part of the natural cycle of life, and hunting them both for sport and resources.
Master of the Wild Hunt
While powerful practitioners of nature magic, druids are often best-known for the secretive groups they form, known as Circles, where druids with similar interests and focuses gather to unite their strengths. However, not all druids subscribe to the philosophy of the established Circles, believing the connection they share with nature is too personal for open collaboration. Known as shamans, these reclusive spellcasters instead choose the company of the wilds, living entirely on their own, or surrounded by forms of nature they feel most closely to. It is said that for every being in nature, there is a shaman that chooses to bond with it.
Armor Class | 14 (leather armor) | ||
---|---|---|---|
Hit Points | 18d8+72 | ||
Speed | 30 ft. | ||
Strength | 16 (+3) | ||
Dexterity | 17 (+3) | ||
Constitution | 18 (+4) | ||
Intelligence | 11 (+0) | ||
Wisdom | 19 (+4) | ||
Charisma | 14 (+2) | ||
Saves | Constitution d20+8 | Wisdom d20+8 | |
Skills | Animal Handling d20+8 | Perception d20+8 | Survival d20+12 |
Senses | Darkvision 60 ft. | Passive Perception 18 | |
Languages | Common | Druidic | |
Challenge | 12 (8400 XP) | ||
Special 1 | Keen Hearing and Smell | The master of the wild hunt has an advantage on Wisdom (Perception) | checks that rely on hearing or smell |
Special 2 | Pack Tactics | The master of the wild hunt has an advantage on an attack roll against a creature | if at least one of the master of the wild hunt's allies is within |
5 ft. of the creature and the ally isn't incapacitated | |||
Special 3 | Spellcasting | The master of the wild hunt is a 13th-level spellcaster. | Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). |
It has the following druid spells prepared | |||
Spells 1 | Cantrips (at will) | Druidcraft | Mold earth |
Primal savagery | Shillelagh | ||
Spells 2 | 1st level (4 slots) | Animal friendship | Beast bond |
Entangler | Speak with animals | ||
Spells 3 | 2nd level (3 slots) | Animal friendship | Beast sense |
Heat metal | |||
Spells 4 | 3rd level (3 slots) | Conjure animals | Erupting earth |
Sleet storm | |||
Spells 5 | 4th level (3 slots) | Charm monster | Dominate beast |
Polymorph | |||
Spells 6 | 5th level (2 slots) | Conjure elemental | Insect plague |
Mass cure wounds | |||
Spells 7 | 6th level (1 slot) | Primordial ward | |
Spells 8 | 7th (1 slot) | Whirlwind | |
Action 1 | Multiattack | The master of the wild hunt makes two attacks with its quarterstaff | |
Action 2 | Quarterstaff | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 1d10+3 bludgeoning damage | ||
Action 3 | Pack Shaman | The master of the wild hunt uses its action to call forth the spirits of the wild, | summoning a wolf in an unoccupied space within 10 feet. |
This wolf is also considered a fey and disappears when it drops to 0 hit points | or if the master of the wild hunt is unconscious | ||
Legendary Actions | The master of the wild hunt can take 3 legendary actions, | choosing from the options below. | Only one legendary action option can be used at a time |
and only at the end of another creature's turn. | The master of the wild hunt regains spent legendary | actions at the start of its turn | |
Legendary Action 1 | Alpha Hunter | The master of the wild hunt issues a verbal command to a beast | or elemental within 60 ft. that can hear it, |
allowing the target to use its reaction to make an attack | |||
Legendary Action 2 | Call to Hunt (Costs 3 Actions) | Each beast or elemental within 30 ft. of the master of the wild hunt | can use its reaction to make an attack |
Legendary Action 3 | Cast a Spell (Costs 3 Actions) | The master of the wild hunt casts a spell it has prepared, | expanding a spell slot as normal |
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