Master of the Hunt

Medium fey, chaotic neutral

Armor Class

18 (+2 studded leather)

Hit Points

97 (15d8 + 30)

Speed

40 ft.

Saves

Str +7, Dex +7, WIs +7

Skills

Animal Handling +7, Athletics +7, Perception +7, Stealth +7

Languages

Sylvan, Elvish

Challenge

9

Feral Senses

The master has preternatural senses that help him fight creatures he can't see. He doesn't fight at disadvantage against a creature he can't see. The master is also aware of the location of any invisible creature within 30 ft. of him, provided the creature isn't hidden from him and he isn't blinded or deafened.

Innate Spellcasting

The master's innate spellcasting ability is Wisdom (spell save DC 15). The master can innately cast the following spells, requiring no components. • At will: druidcraft, hunter's mark, pass without trace • 3/Day: charm person, fog cloud, mirror image, sleep • 1/Day: detect thoughts, dispel magic

Magic Resistance

The master has advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants.

The master can communicate with beasts and plants as if they shared a language.

Actions

Multiattack

The master makes three attacks.

Longsword

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Longbow

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Ethereal Stride

The master magically enters the Ethereal Plane from the Material Plane, or vice versa.

Wild Leadership (Recharges after a Short or Long Rest).

For 1 minute, the master can utter a special command or warning whenever a member of the Wild Hunt that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add d4 to its roll provided it can hear and understand the master. A creature can benefit from only one Leadership die at a time. This effect ends if the master is incapacitated.