ワイルド・ハント Wild Hunt

出典 Bestiary 6 278ページ
The wild hunt is an awe-inspiring and enigmatic group of fey who stalk and pursue their chosen prey between worlds. Those few who have caught glimpses of these elusive beings and lived to tell the tale speak of clouds of green mist filled with spectral hounds, archers who fire bolts of magic with inhuman accuracy, and the sound of a melodious horn echoing for miles across the landscape.

Although some believe the wild hunt is nothing more than a mere legend, or perhaps groups of vengeful spirits that hunt the living, the riders of the wild hunt are real, and are powerful fey indeed. Countless members of these fey compose the wild hunt―the term “wild hunt” refers to the race as a whole as well as to individual groups of these fey who gather to pursue their quarry.

All fey of the wild hunt ultimately serve a legendary leader they refer to only as the Horned King. The Horned King's nature is unknown, but its ability to command such powerful followers suggests that it is a fey lord with the power of a demigod―or perhaps even that of a true deity. When the Horned King calls, several wild hunts join into a legion and ride together against legendary opponents. Because of their occasional role as the agents of a reclusive fey divinity, the members of the wild hunt are sometimes classified among powerful entities known collectively as the Tane. In support of this theory, wild hunt fey share the Tane's ability to instantly acclimate themselves to a new plane. However, the relationship between wild hunts and the Tane is more complex, as the Tane can sometimes become targets of a wild hunt, and on other occasions, wild hunt masters strike bargains to gain the temporary assistance of one of the Tane.

The Horned King's call is rare, however, and wild hunts are normally left to direct themselves. Each wild hunt follows a wild hunt monarch, who travels effortlessly between the realm of the fey and the Material Plane in search of new quarry. While most missions come from rumors gathered by the wild hunt monarch, they occasionally consider proposals from those rare few brave and knowledgeable enough to seek them out. They accept tasks only from worthy sources, and the payments they demand for their services vary significantly, though they have no interest in material wealth. Wild hunt monarchs take grave offense at unfavorable deals. Those who attempt to cheat a wild hunt monarch or involve one in trivial matters often become the enraged fey's next target.

Members of the wild hunt usually hail from the fey's primal homeland, but they frequently venture to the Material Plane to pursue their quarry. Reasons for individual wild hunts vary, ranging from tests or demonstrations of skill to missions of vengeance and even drives to improve a wild hunt's own numbers.

When they hunt for the thrill of the chase, they choose difficult quarry or intentionally place convoluted restrictions upon themselves to increase the challenge of the task. They try to avoid killing their targets, at least at first, but if their quarry refuses to understand that the purpose of the exercise is a battle of wits and responds with particularly lethal tactics, they reply in kind. After all, if a mortal is too foolish to recognize a friendly competition, it is his own ignorance that is to blame for his death, rather than the actions of a wild hunt.

At other times, a wild hunt fights to kill its prey. In this role, its members act as assassins. If they expect that their prey has means to revive itself, they may transport the remains to another plane before turning the corpse into dust. Should their foes return to life anyway, the wild hunt fey's reaction is unpredictable, ranging from amused detachment to furious bloodlust. Foes that the wild hunt chases for a second time face a far more ignoble fate than death. For example, some wild hunt monarchs keep a small menagerie of animals made from their most irritating prey. Others simply disappear without a trace, seemingly beyond the reach of resurrection magic.

The rarest reason a wild hunt rides is to seek new hunters for its ranks. Although most members of the wild hunt originate from the realm of the fey, a scant few trace their origins back to the fateful day when they failed to escape a wild hunt's interest. A wild hunt's reasons for seeking out any particular mortal are shrouded in mystery, though wild hunts seldom pursue mortals who lack significant strength or power. After a lengthy pursuit, a wild hunt's monarch ritually slays the quarry, which reincarnates the following morning as a new member of the hunt. When mortals join the wild hunt, memories from their previous lives fade away, though they sometimes retain a measure of personality. If the wild hunt master finds the mortal's talents or skills particularly impressive, he may choose to preserve these abilities, transforming the mortal into a unique member of the hunt. These specialized hunters retain most of their memories as well. While they occasionally spend time with their old friends and family, the call of the hunt master's horn is far stronger than any loyalty they felt in their previous lives, making the maintenance of old relationships a fraught endeavor.

Traditionally, the fey of the wild hunt consist of five distinct races. While these five types of fey can be encountered alone or in small groups, they are at their most dangerous when banded together into a true wild hunt. This gathering of fey consists of a specific number and combination:one wild hunt monarch, one wild hunt scout, three wild hunt archers, three wild hunt horses, and four wild hunt hounds. As a whole, this dangerous group constitutes a 脅威度 21 encounter, and thus could make an excellent capstone encounter for a campaign.

ワイルド・ハント:ワイルド・ハント・アーチャー Wild Hunt, Wild Hunt Archer

This lithe, androgynous humanoid has pointed ears, glowing green eyes, and six fingers on each slender hand.

ワイルド・ハント・アーチャー 脅威度13 Wild Hunt Archer

出典 Bestiary 6 279ページ
経験点 25,600
イニシアチブ +13; 感覚 緑を見通す60フィート、夜目鋭敏嗅覚暗闇を見通す〈知覚〉+31


アーマー・クラス 28、接触24、立ちすくみ19(+4外皮、+5反発、+9【敏】
ヒット・ポイント 187(22d6+110)
頑健 +12、反応 +22、意志 +19
防御的能 instinctive cooperation、wild 優雅なる反応ダメージ減少 10/冷たい鉄完全耐性 [氷雪]; 抵抗雷撃]10、[]10


移動速度 30フィート
近接 突き刺し=+16(1d6+7)
遠隔 +5アイシー・バーストシーキングコンポジット・ロングボウ=+26/+21/+16(1d8+10/19~20/3、加えて1d6[氷雪])
特殊攻撃 Infuse ArrowWild Gaze難易度26)
擬似呪文能力術者レベル13; 精神集中+18)



基本攻撃 +11; 戦技ボーナス +16; 戦技防御値 40
特技 《イニシアチブ強化》《騎射》《騎乗戦闘》《近距離射撃》《クリティカル強化:コンポジット・ロングボウ》、《精密射撃》《精密射撃強化》《速射》《致命的な狙い》《遠射》《武器熟練:コンポジット・ロングボウ
技能 〈威圧〉+27、〈隠密〉+34、〈軽業〉+34、〈騎乗〉+31、〈真意看破〉+31、〈生存〉+28、〈知覚〉+31、〈知識:自然〉+28、〈動物使い〉+27
言語 アクロ語、共通語、森語; スピーク・ウィズ・アニマルズスピーク・ウィズ・プランツ
その他の特殊能力 Living Bow次元界順応Wild Hunt Link


出現環境 気候問わず/
編成 単体、戦隊(2~6)、騎隊(ワイルド・ハント・ホースに騎乗したワイルド・ハント・アーチャー1~4)、またはワイルド・ハント
宝物 標準(高品質のコンポジット・ロングボウその他宝物


Infuse ArrowInfuse Arrow(超常) A wild hunt archer can cast a single spell-like ability with the range of touch as a part of a full attack. If he does so, the spell infuses his bow and travels with the next arrow he fires. If he hits a creature with that arrow, the target is also subject to the effects of the spell. If he misses, the spell vanishes from the arrow. Alternatively, he can infuse his bow with a spell-like ability that affects an area as a standard action. The spell's area of effect centers around wherever the arrow lands. If he hits a creature with such an arrow, that creature takes a -4 penalty on saves and checks it attempts against the effects of the spell, and also to its 戦技防御値 against the spell effects(if applicable).

Living BowLiving Bow(超常) Any non-magical bow that a wild hunt archer picks up gains a spark of life, sprouting small leaves and becoming a +5 icy burst seeking composite longbow for as long as the archer holds it. The archer's quiver produces arrows automatically as the archer draws them; these arrows vanish after 1 round.

Wild hunt archers are methodical hunters who fire their bows with uncanny accuracy. Since wild hunt archers tend to be slower on foot than most of their companions, they will often rely on wild hunt horses to provide increased mobility. Rather than carrying normal arrows, they can produce arrows from magical quivers―these quivers do not function in this manner for anyone other than wild hunt archers. Rarely, they carry specific slaying arrows to augment particularly dangerous hunts.

ワイルド・ハント:ワイルド・ハント・ホース Wild Hunt, Wild Hunt Horse

This powerful steed stands upon wispy puffs of air, its grassy mane and tail swishing majestically in the wind.

ワイルド・ハント・ホース 脅威度11 Wild Hunt Horse

出典 Bestiary 6 280ページ
経験点 12,800
イニシアチブ +4; 感覚 緑を見通す60フィート、夜目鋭敏嗅覚暗闇を見通す〈知覚〉+23


アーマー・クラス 25、接触17、立ちすくみ20(+1回避、+8外皮、-1サイズ、+3反発、+4【敏】
ヒット・ポイント 142(19d6+76)
頑健 +12、反応 +15、意志 +12
防御的能 フリーダム・オヴ・ムーヴメント、instinctive cooperation、wild 優雅なる反応ダメージ減少 10/冷たい鉄完全耐性 [氷雪]; 抵抗雷撃]10、[]10


移動速度 100フィート; エア・ウォーク
近接 噛みつき=+21(2d6+12)、(×2)=+19(1d10+6、加えて“出血”)
接敵面 10フィート、間合い 10フィート
特殊攻撃 Bewildering Hoofbeats出血攻撃 1d6、Deafening CryWild Gaze難易度22)
擬似呪文能力術者レベル13; 精神集中+16)



基本攻撃 +9; 戦技ボーナス +22(蹴散らし+26); 戦技防御値 40(対蹴散らし42、対足払い44)
特技 《回避》《頑健無比》《強打》《蹴散らし強化》《持久力》《疾走》《上級蹴散らし》《武器熟練:噛みつき》、《複数回攻撃》
技能 〈隠密〉+22、〈軽業〉+26、〈真意看破〉+23、〈生存〉+20、〈知覚〉+23
言語 共通語、森語; スピーク・ウィズ・アニマルズスピーク・ウィズ・プランツ
その他の特殊能力 次元界順応Rider SynergyWild Hunt Link


出現環境 気候問わず/
編成 単体、群れ(2~10)、またはワイルド・ハント
宝物 なし


Bewildering HoofbeatsBewildering Hoofbeats(超常) As a standard action, a wild hunt horse can make it seem as though hundreds of horses are approaching from all directions. All creatures within 60 feet must succeed at a 難易度22 Will save or become confused for 1d4 rounds. A creature that succeeds at this save is immune to the bewildering hoofbeats ability of all wild hunt horses for 24 hours. The save 難易度 is Charisma-based.

Deafening CryDeafening Cry(超常) As a standard action up to three times per day(but no more than once every 1d4 rounds), a wild hunt horse can emit a thundering cry. All creatures in a 30-foot cone emanating from the horse take 10d6 points of sonic damage and are deafened for 1 minute. Creatures that succeed at a 難易度23 Fortitude save take half damage and are not deafened. The save 難易度 is Constitution-based.

Rider SynergyRider Synergy(超常) When a wild hunt horse carries a rider with the wild hunt subtype, the two act as one. If either the rider or the mount would take damage, the rider and mount decide how to divide the damage(typically splitting it equally). Additionally, the rider's movement as a part of the horse's overrun combat maneuver does not provoke attacks of opportunity, unless that movement would also cause the horse to provoke attacks of opportunity.

When they are not participating in a hunt, wild hunt horses enjoy constructing complicated courses through land and sky and racing each other for ever-changing stakes.

ワイルド・ハント:ワイルド・ハント・ハウンド Wild Hunt, Wild Hunt Hound

Green smoke billows from the bared teeth and flared nostrils of this muscular, sharp-eared hound.

ワイルド・ハント・ハウンド 脅威度10 Wild Hunt Hound

出典 Bestiary 6 281ページ
経験点 9,600
イニシアチブ +4; 感覚 非視覚的感知60フィート、擬似視覚30フィート、グレーター・アーケイン・サイト緑を見通す60フィート、夜目鋭敏嗅覚暗闇を見通すシー・インヴィジビリティ〈知覚〉+22


アーマー・クラス 24、接触17、立ちすくみ20(+7外皮、+3反発、+4【敏】
ヒット・ポイント 133(14d6+84)
頑健 +12、反応 +13、意志 +14
防御的能 instinctive cooperation、wild 優雅なる反応ダメージ減少 10/ 冷たい鉄完全耐性 [氷雪]; 抵抗雷撃]10、[]10


移動速度 60フィート
近接 噛みつき=+17(2d6+9、加えて“足払い”)、(×2)=+17(1d8+9)
特殊攻撃 Summon PackWild Gaze難易度20)
擬似呪文能力術者レベル10; 精神集中+13)



基本攻撃 +7; 戦技ボーナス +14(足払い+18); 戦技防御値 31(対足払い37)
特技 《足払い強化》《頑健無比》《攻防一体》《上級足払い》《武器熟練:噛みつき》、《迎え討ち》
技能 〈威圧〉+17、〈隠密〉+21、〈軽業〉+21、〈真意看破〉+22、〈水泳〉+24、〈生存〉+19(痕跡を辿る場合は+26)、〈知覚〉+22; 種族修正 +7痕跡を辿る場合の〈生存〉
言語 共通語、森語; スピーク・ウィズ・アニマルズスピーク・ウィズ・プランツ
その他の特殊能力 次元界順応追跡Wild Hunt Link


出現環境 気候問わず/
編成 単体、小さな群れ(2~10)、またはワイルド・ハント
宝物 標準


Summon PackSummon Pack(超常) Once per day as a standard action, a wild hunt hound can let forth a mighty howl, summoning a fog that coalesces into spectral dogs. The fog surrounds the wild hound in a 20-foot radius, traveling with the hound as it moves for 10 minutes. The spectral hounds provide concealment as per the spell fog cloud and grant the wild hunt hound a +4 circumstance bonus on its combat maneuver checks to trip opponents. They also harry their foes with a relentless assault of bite and claw attacks. Any enemy that ends its turn within the fog takes 2d6 points of slashing damage(Reflex 難易度20 half). The save 難易度 is Charisma-based.

追跡/Track(変則) A wild hunt hound adds a bonus equal to half its Hit Dice on Survival checks to follow tracks(+7 for a typical wild hunt hound).

Wild hunt hounds are expert trackers that take the lead against elusive prey. When left to their own devices, they seek out creatures that are notoriously difficult to track, collecting minor trinkets as trophies of their achievements(using their mage hand ability to carry their prizes home or to adorn themselves if possible). While they can be competitive when engaged in separate tasks, wild hunt hounds working together on a hunt never allow these rivalries to become a distraction.

These fey hounds are never truly alone, as they are always surrounded with green mist composed of fragments of the spirits of the wild hunt's victims. Stripped of all thoughts beyond a desire to chase and hunt, this fog eagerly answers the hound's baying call and forms into dogs that loyally fight at the hound's side.

Although the hounds of the wild hunt may seem outwardly to be mere animals, they are quite intelligent. Wild hunt hounds are fond of taking advantage of their bestial appearance, and when left as guardians or allowed to wander freely, make excellent spies among those who don't recognize the creatures' ability to understand language. When not tracking a quarry, wild hunt hounds enjoy relaxing and capering in any natural environment―but even in their play they engage in complex pursuits, testing each other's ability to track and evade simultaneously.

ワイルド・ハント:ワイルド・ハント・モナーク Wild Hunt, Wild Hunt Monarch

This limber and regal humanoid has an elk's antlers, long pointed ears, flowing white hair, and luminescent green eyes.

ワイルド・ハント・モナーク 脅威度19 Wild Hunt Monarch

出典 Bestiary 6 282ページ
経験点 204,800
イニシアチブ +11; 感覚 緑を見通す60フィート、夜目霧を見通す鋭敏嗅覚暗闇を見通す〈知覚〉+37


アーマー・クラス 34、接触26、立ちすくみ26(+1回避、+8外皮、+8反発、+7【敏】
ヒット・ポイント 325(26d6+234)
頑健 +19、反応 +22、意志 +23
防御的能 instinctive cooperation、wild 優雅なる反応ダメージ減少 15/ 冷たい鉄完全耐性 [氷雪]; 抵抗雷撃]10、[]10


移動速度 50フィート
近接 monarch's グレイヴ=+30/+25/+20(1d10+21/19~20/×3、加えて2d6)、突き刺し=+19(1d8+5)
遠隔 monarch's グレイヴ=+26(1d10+21/19~20/×3、加えて2d6)
特殊攻撃 Call to the Hunt、monarch's glaive、Staggering GoreWild Gaze難易度31)、Wild Reincarnation
擬似呪文能力術者レベル17; 精神集中+25)


準備済みのドルイド呪文術者レベル17; 精神集中+25)



基本攻撃 +13; 戦技ボーナス +24; 戦技防御値 50
特技 《イニシアチブ強化》《回避》《頑健無比》、《擬似呪文能力高速化:チャーム・モンスター》、《強打》《狂乱集中》《クリティカル強化:グレイヴ》、《クリティカル熟練》《追尾》《疲労化クリティカル》《武器熟練:グレイヴ》、《迎え討ち》《無視界戦闘》
技能 〈威圧〉+34、〈知識:地理自然〉+35、〈隠密〉+36、〈軽業〉+36、〈騎乗〉+33、〈芸能:管楽器〉+37、〈交渉〉+37、〈真意看破〉+37、〈生存〉+34、〈知覚〉+37、〈魔法装置使用〉+37
言語 アクロ語、共通語、語、森語; スピーク・ウィズ・アニマルズスピーク・ウィズ・プランツ
その他の特殊能力 次元界順応Wild Hunt Link


出現環境 気候問わず/
編成 単体、またはワイルド・ハント
宝物 ×2(+3グレイヴその他宝物


Call to the HuntCall to the Hunt(超常) Once per day as a full-round action, a wild hunt monarch can blow his hunt monarch's horn to summon a number of other wild hunt fey up to a 脅威度 18 encounter. For example, he may summon one wild hunt scout, two wild hunt archers, two wild hunt horses, and two wild hunt hounds. These fey appear within 100 feet of him at locations of his choosing, and they remain on the Material Plane for 1 hour or until reduced to 0 hit points. In the hands of any other creature, the hunt monarch's horn functions as an ornate masterwork horn.

Monarch's GlaiveMonarch's Glaive(超常) A wild hunt monarch wields a +3 thundering glaive that functions as a bane weapon against any creature(thus effectively functioning as a +5 thundering glaive that deals an additional 2d6 points of damage on a hit to all targets). A wild hunt monarch can summon his glaive to his hand across any distance as a free action. He can make attacks with the glaive in any square between himself and the end of his reach, even if a glaive would not normally threaten that square. Additionally, he can hurl his glaive at opponents. When he uses his glaive in this way, it counts as a thrown weapon with a range increment of 100 feet. If the wild hunt monarch dies, the glaive reverts to a +3 glaive.

呪文 ワイルド・ハント・モナークは、7レベルドルイドとして呪文を発動する。

Staggering GoreStaggering Gore(変則) A wild hunt monarch's gore attack knocks the breath out of his foes. A target that takes damage from this attack must succeed at a 難易度32 Fortitude save or be staggered for 3 rounds. The save 難易度 is Constitution-based.

Wild GazeWild Gaze(超常) A wild hunt monarch has increased control over his gaze. Each round as a free action, he can select any number of visible creatures to exclude from his gaze. Humanoids and monstrous humanoids that fail the save are dazed as well as paralyzed, and animals and magical beasts are panicked. All other creatures are confused and can never receive the result of “act normally”; on such a result, they instead move in a random direction at full speed, as if pursuing an imaginary target. Succeeding at a save against any wild hunt fey's wild gaze attack(whether it is that of the monarch or any other member of the hunt) does not grant the normal 24 hour period of immunity to the monarch's wild gaze attack.

Wild ReincarnationWild Reincarnation(超常) Once per day as a free action when a wild hunt monarch slays an adjacent creature by any means, he can attempt to reincarnate it as a wild hunt fey, even if the creature would not normally wish to be restored to life. The slain creature can resist this reincarnation if it succeeds at a 難易度31 Fortitude save, but creatures slain while under the effects of any of the wild hunt monarch's charm or compulsion spell-like abilities take a -4 penalty on this saving throw. The wild hunt monarch can reincarnate the creature into his choice of wild hunt creature whose 脅威度 is equal to or less than the target's 脅威度 in its previous life. Alternatively, if the target was a humanoid or fey creature, the monarch can use the creature's own natural abilities to create a unique member of the wild hunt. Such a creature maintains all of its abilities. Its type changes to fey(do not recalculate any statistics), and it gains the wild hunt subtype. Its appearance changes to blend in with the wild hunt, granting it features such as long ears and glowing green eyes. Once reincarnated, the creature retains only faint memories of its previous life, but is now chaotic neutral and loyal to the wild hunt. A creature reincarnated in this way can be restored to its original life only via a miracle or wish―slaying the creature and raising it from the dead merely restores it to its latest incarnation as a member of the wild hunt, unless the effect of the wild reincarnation is first removed from the body via a successful break enchantment spell against a 難易度 of 31. The save 難易度 is Charisma-based.

Wild hunt monarchs command dozens of other wild hunt fey. While their followers can travel on personal missions, these majestic leaders(who can be female or male, and are referred to as wild hunt queens or wild hunt kings as appropriate) can rally the hunt to follow them anywhere without question. Wild hunt monarchs set the terms of each specific hunt, depending upon the prey and their own whims. The easier the prey, the more likely a monarch is to impose rules to make the hunt more entertaining, such as forbidding anyone but his hounds from injuring the quarry, or holding back his forces to give the target creature time to rest and recover.

Many members of a wild hunt monarch's following join as soon as they are born from the fey realm, but others are born out of his own prey, or come to serve him after the demise of their previous leader. Monarchs do not typically interact with their own kind, but they occasionally collaborate on an exceptionally challenging hunt, testing their wits against nascent demigods or beasts of legend.

ワイルド・ハント:ワイルド・ハント・スカウト Wild Hunt, Wild Hunt Scout

This lithe humanoid has pointed ears, glowing green eyes, and a ram's horns.

ワイルド・ハント・スカウト 脅威度15 Wild Hunt Scout

出典 Bestiary 6 284ページ
経験点 51,200
イニシアチブ +13; 感覚 緑を見通す60フィート、夜目鋭敏嗅覚暗闇を見通す〈知覚〉+34


アーマー・クラス 31、接触25、立ちすくみ21(+1回避、+6外皮、+5反発、+9【敏】
ヒット・ポイント 228(24d6+144)
頑健 +16、反応 +23、意志 +21
防御的能 instinctive cooperation、wild 優雅なる反応ダメージ減少 15/冷たい鉄完全耐性 [氷雪]、視覚喪失; 抵抗雷撃]10、[]10


移動速度 50フィート
近接 Force Scimitar=+18/+13/+8接触(1d6+5[場]/15~20)
遠隔 Crystal=+21接触(3d6[場]、加えて“盲目化”)
特殊攻撃 急所攻撃+4d6、Wild Gaze難易度27)
擬似呪文能力術者レベル15; 精神集中+20)



基本攻撃 +12; 戦技ボーナス +17; 戦技防御値 42
特技 《一撃離脱》《イニシアチブ強化》《回避》《頑健無比》《技能熟練:はったり》、《強行突破》《クリティカル強化:シミター》、《攻防一体》《上級フェイント》《フェイント強化》《武器熟練:シミター》、《迎え討ち》
技能 〈威圧〉+29、〈隠密〉+36、〈軽業〉+36、〈騎乗〉+33、〈真意看破〉+34、〈生存〉+31、〈知覚〉+34、〈知識:自然〉+30、〈はったり〉+38
言語 アクロ語、共通語、森語; スピーク・ウィズ・アニマルズスピーク・ウィズ・プランツ
その他の特殊能力 次元界順応Wild Hunt Link


出現環境 気候問わず/
編成 単体、侵入(2~6)、またはワイルド・ハント
宝物 標準


CrystalCrystal(超常) A wild hunt scout can manifest a green crystal in her free hand as a swift action; this crystal vanishes as soon as it leaves her possession. As a swift action, a wild hunt scout can fire a beam of green energy from her crystal. This is a ranged touch attack with a range increment of 40 feet that deals 3d6 points of force damage on a hit. A creature struck by this beam must succeed at a 難易度27 Fortitude save or be permanently blinded. The save 難易度 is Charisma-based.

Force ScimitarForce Scimitar(超常) As a swift action, a wild hunt scout can summon a crystalline scimitar. Attacks with this scimitar resolve as if they were touch attacks and deal force damage. Outside of its creator's hands, a force scimitar vanishes.

Wild hunt scouts relish the chance to seek revenge upon those who have wronged or insulted the wild hunt. They grow bored quickly when the stakes are not lethal, yet they rarely let their bloodlust cloud their tactical choices.

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