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Lord of the Hunt

Medium · Fey · CR 18 · Lawful Neutral

Armor Class
18 (natural armor)
Hit Points and Hit Dice
229 (27d8 + 108)
Challenge Rating CR
18

Ability Scores

Core attributes and their modifiers.

STR
21
+5
DEX
18
+4
CON
19
+4
INT
14
+2
WIS
18
+4
CHA
15
+2

Overview

Category Monsters
Size Medium
Type Fey
Alignment Lawful Neutral
XP 20000
Initiative Bonus +4

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 120 ft (36.6 m)
Blindsight 10 ft (3 m)
Passive Perception 20

Saving Throws

Strength +11 Wisdom +10 Charisma +8

Skills

Athletics +11 Perception +10 Survival +10

Languages

Common, Draconic, Elvish, Sylvan

Resistances & Immunities

Damage Immunities
cold, poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons
Condition Immunities
exhaustion, charmed, frightened, poisoned

Traits

Huntsman’s Weapons

The Lord of the Hunt’s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 14 (4d6) poison damage (included in the attack).

Legendary Resistance (3/Day)

If the Lord of the Hunt fails a saving throw, he can choose to succeed instead.

Sure Seat

While mounted and not incapacitated, the Lord of the Hunt can’t be knocked prone, dismounted, or moved against his will.

Actions

Hunter's Quarry

The Lord of the Hunt magically calls 3d6 elk or boars, 1d4 giant boars or giant elk, or 1 elephant. The called Beasts arrive in 1d4 rounds, acting as allies of the Lord and obeying its spoken commands. The Beasts remain for 1 hour, until the Lord dies, or until the Lord dismisses them as a bonus action. The Lord can have any number of Beasts under its control at one time provided the combined total CR of the Beasts is no higher than 8.

Longbow

+10 to hit, range 150/600 ft (45.7/182.9 m). Hit: 1d8+4 plus 4d6 poison damage.

Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage.

Multiattack

The Lord of the Hunt makes three Spear or Longbow attacks.

Spear

+11 to hit, reach 5 ft (1.5 m). Hit: 1d6+5 plus 4d6 poison damage.

Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, or 9 (1d8 + 5) piercing damage if used in two hands, plus 14 (4d6) poison damage. If the Lord of the Hunt throws the spear, the spear teleports up to 120 feet to the Lord of the Hunt's hand at the start of his next turn. If he has no hand free, the spear teleports to the ground at his feet.

Bonus Actions

Fey Mount

The Lord of the Hunt can summon or dismiss a magical Fey mount, mounting or dismounting it as part of this bonus action without spending movement. The mount uses the statistics of a warhorse, except it has 40 hp, is a Fey, has the same damage and condition resistances and immunities as the Lord of the Hunt, and uses the Lord's saving throw bonuses in place of its own. If the mount is slain, it disappears, leaving behind no physical form, and the Lord of the Hunt must wait 1 hour before summoning the mount again.

Reactions

Parry

The Lord of the Hunt increases his AC by 6 against one attack that would hit him. To do so, he must see the attacker and must be wielding a melee weapon.

Legendary Actions

Attack

Cost 1

The Lord of the Hunt makes one Spear or Longbow attack.

Call to the Hunt

Cost 2

The Lord of the Hunt blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a DC 16 Charisma saving throw or be charmed by the Lord of the Hunt for 8 hours. The charmed target obeys the Lord's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the Lord's Call to the Hunt for the next 24 hours. The Lord can have only one target charmed at a time. If he charms another, the effect on the previous target ends.

Tenacious Stride

Cost 1

The Lord of the Hunt moves up to his speed without provoking opportunity attacks. If he is mounted, he can force the mount to move up to half its speed without provoking opportunity attacks instead.

About Lord of the Hunt

Lord of the Hunt is a medium fey with a Challenge Rating of 18. It has a lawful neutral alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 229 hit points (derived from 27d8 + 108).

Lord of the Hunt has communication capabilities including Common, Draconic, Elvish, Sylvan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Lord of the Hunt

2 tips available

When using Lord of the Hunt in your D&D 5e campaign, consider these tactical approaches:

  • Boss Encounter: Suitable for climactic moments
  • Multi-phase Battle: Plan dramatic tension with multiple phases

Player Guide: Facing Lord of the Hunt

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Major Threat: Prepare for epic battle
  • Resource Management: Conserve powerful abilities

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 18.

High-Level Solo Encounter:

This creature is too powerful for a single level-20 character. You need 2.0 character(s) at maximum level (20) to face this creature.

Experience Point Thresholds:

  • Medium: 34,200 XP
  • Hard: 51,300 XP
  • Deadly: 68,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Lord of the Hunt?
Lord of the Hunt has a Challenge Rating of 18, making it appropriate for parties of level 18.0.
What type of creature is Lord of the Hunt?
Lord of the Hunt is a Medium Fey, which affects how certain spells and abilities interact with it.
What languages does Lord of the Hunt speak?
Lord of the Hunt can communicate in Common, Draconic, Elvish, Sylvan.

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