“Hoary Hunter, Unseelie Court’s Frostbound Huntsman”
“Stalked by moonlight and sealed in a blade — the Hoary Hunter doesn’t just kill you, it erases you from the world.”

A Hoary Hunter resembles a tall, gaunt elf-like figure wrapped in flowing robes of midnight and rime. Its skin glimmers with a frosted pallor, as if carved from ice and starlight. Eyes glow with a pale, predatory light—piercing and ancient. Its breath mists in even the warmest air, and its presence dims the light around it. A long, curved keening longsword hangs at its side, the hilt set with a black diamond that pulses faintly with trapped souls. It rides a majestic Hoary Steed, a spectral mount with opalescent fur and translucent wings that shimmer like winter aurorae.
Behavior
Silent, calculating, and remorseless, Hoary Hunters exude cold precision. They do not speak to their prey—nor do they kill needlessly. They act with ritualistic intent, choosing targets as if by omen. Despite their fey nature, they lack the capriciousness of lesser fey, driven instead by grim purpose. When not hunting, they vanish entirely into the Night Realm, awaiting the next cycle of moonlight and frost.
Habitat
These hunters emerge only under specific conditions—frosty, moonlit nights, often in remote forests, glacial plains, or ancient paths long forgotten. Some believe their appearance signals a thinning veil between the mortal world and the Unseelie Court. Their true domain is the Night Realm, a dreamlike pocket within the Unseelie’s dominion where time folds and light bends. No living mortal enters it freely—and none return unclaimed.
Modus Operandi
A Hoary Hunter stalks its prey for hours—or days—rarely attacking immediately. It observes. Waits. Selects. Once it strikes, it does so with terrifying speed and grace. Its attacks aim not to kill but to bind the soul. A critical blow with its enchanted blade does not draw blood but instead pulls the target’s essence into the black diamond at its hilt, sealing them in fey stasis. If slain, the hunter and its steed are resurrected within the Night Realm, rendering it nearly impossible to destroy unless confronted in its own frozen domain.
Motivation
Hoary Hunters serve the Unseelie Court not as soldiers, but as curators of the damned. They harvest mortals who have trespassed against fey boundaries, broken ancient pacts, or simply attracted the attention of their cruel masters. Some say the Hunter chooses targets from a list whispered by the Queen of Air and Darkness herself. Others claim that mortals who dream of icy forests and hear hunting horns have already been marked.
But all agree:
If the Hoary Hunter rides, it rides for you.
Hoary Hunter 5e
Hoary Hunter, Pathfinder
Hoary Hunter 3.5
Hoary Hunter

Medium Fey (Cold), Neutral Evil
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Armor Class 21 (natural armor)
Hit Points 367 (35d8 + 210)
Speed 40 ft.
Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 26 (+8) | 22 (+6) | 18 (+4) | 20 (+5) | 24 (+7) |
Saving Throws
Dex +15, Wis +12, Cha +14
Skills
Stealth +15, Perception +12, Insight +12, Survival +12, Arcana +11
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Cold
Condition Immunities
Charmed, Frightened
Senses
Darkvision 120 ft., Passive Perception 22
Languages
Common, Elvish, Sylvan, telepathy 120 ft.
Traits
Fey Step (Recharge 4–6)
As a bonus action, the Hoary Hunter teleports up to 60 feet to an unoccupied space it can see. If it appears within 10 feet of a creature, that creature must succeed on a DC 22 Wisdom saving throw or be paralyzed until the end of the Hunter’s next turn.
Soul-Binding Weapon (Magical)
The Hoary Hunter’s longsword is a +3 magical weapon. On a critical hit, or if it reduces a creature to 0 hit points, the target must succeed on a DC 22 Charisma saving throw or be trapped within the black diamond embedded in the sword’s hilt, as if affected by the imprisonment spell. While imprisoned, the creature is transported to the Night Realm. A wish spell or divine intervention is required to free the soul.
Unseelie Resurrection (1/Day, Mythic Trait)
When the Hoary Hunter is reduced to 0 hit points, its body vanishes in swirling frost. On initiative count 20 of the next round, it and its Hoary Steed reappear at full hit points in an unoccupied space within 60 feet. This effect does not occur if the Hunter is killed in the Night Realm or within a hallow or forbiddance effect.
Upon return, magical frost spreads in a 60-foot radius, turning the area into difficult terrain for all creatures except the Hunter and its allies. This frost lasts for 1 minute.
Unseelie Regeneration
The Hoary Hunter regains 20 hit points at the start of its turn if it has at least 1 hit point and is in dim light or darkness. This trait does not function in sunlight or while the Hunter is affected by radiant damage.
Legendary Resilience (3/Day)
If the Hoary Hunter fails a saving throw, it can choose to succeed instead.
Actions
Multiattack
The Hoary Hunter makes two attacks with its Longsword of Binding.
Longsword of Binding
Melee Weapon Attack: +14 to hit, reach 5 ft., one target
Hit: 15 (2d8 + 6) slashing damage plus 9 (2d8) cold damage.
Critical Effect: Target must succeed on a DC 22 Charisma saving throw or be affected by imprisonment (see Soul-Binding Weapon).
Moonlit Mark (Recharge 5–6)
The Hoary Hunter marks a creature it can see within 60 feet. The target must succeed on a DC 22 Wisdom saving throw or be magically marked for 1 hour.
While marked:
- The Hunter has advantage on attack rolls, ability checks to track the target, and saving throw DCs are increased by 2 against it.
- The target cannot benefit from invisibility or illusions.
- If the target teleports or plane shifts, the Hunter instantly knows its direction and distance.
Only one creature may be marked at a time.
Spellcasting
The Hoary Hunter is a 20th-level spellcaster. Its spellcasting ability is Charisma (save DC 22, +14 to hit). It does not require material components.
At-will (no limit):
Fog Cloud, Hold Monster, Invisibility, Misty Step, Plane Shift (self only), Dispel Magic, Detect Magic
3/day each:
Dominate Monster, Greater Invisibility, Wall of Ice, Dimension Door, Scrying
1/day each:
Maze, Irresistible Dance, Forcecage, True Seeing, Counterspell (9th level)
Special – Soul-Binding Blade: see weapon trait.
Optional – Imprisonment via weapon only (see Soul-Binding Weapon).
Legendary Actions
The Hoary Hunter can take 3 legendary actions, choosing from the options below. Only one option may be used at a time and only at the end of another creature’s turn. It regains all legendary actions at the start of its turn.
Ghost Step. The Hunter moves up to half its speed without provoking opportunity attacks.
Icy Glare (Costs 2 Actions). One creature the Hunter can see within 60 feet must succeed on a DC 22 Constitution saving throw or be blinded until the end of its next turn.
Bind Soul (Costs 3 Actions). The Hunter makes a Longsword of Binding attack. If this attack would reduce the target to 0 hit points, the Soul-Binding effect occurs immediately.
Lair Actions (Night Realm Only)
While in the Night Realm, the Hoary Hunter can use one of the following lair actions on initiative count 20 (losing ties):
- Frozen Veil. All light sources within 120 feet are extinguished. Non-magical light can’t be relit until the end of the next round.
- Wailing Winds. Magical winds howl through the area. Ranged attacks have disadvantage and Wisdom (Perception) checks that rely on hearing or sight are made with disadvantage until the next round.
- Icy Chains. The Hunter selects up to 3 creatures it can see. Each must succeed on a DC 20 Strength saving throw or be restrained by frost-forged chains (escape DC 20).
Hoary Hunter

Medium fey (cold), neutral evil
CR 21 | XP 409,600
Defense
AC 38, touch 20, flat-footed 30 (+8 Dex, +10 natural, +5 insight, +5 deflection)
hp 395 (30d6+210); regeneration 10 (suppressed by sunlight, fire, or radiant effects)
Fort +21, Ref +25, Will +23
SR 32; DR 10/cold iron and magic
Immune cold
Weaknesses vulnerability to fire
Offense
Speed 40 ft.
Melee +5 keen longsword of binding +31/+26/+21/+16 (1d8+13/17–20 plus 1d6 cold and soul binding)
Space 5 ft.; Reach 5 ft.
Special Attacks hunter’s mark, soul binding, spell-like abilities
Spell-Like Abilities (CL 18th; concentration +25)
Constant—see invisibility, magic circle against good
At will—detect magic, fog cloud, hold monster, greater invisibility, misty step, plane shift (self only), true strike
3/day—dimensional anchor, dominate person, greater dispel magic, scrying, wall of ice
1/day—maze, forcecage, irresistible dance, soul bind (see soul binding)
Statistics
Str 28, Dex 30, Con 26, Int 20, Wis 22, Cha 25
Base Atk +22; CMB +31; CMD 47
Feats Blind-Fight, Cleave, Improved Critical (longsword), Improved Initiative, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (longsword)
Epic Feats Dire Charge, Superior Initiative
Skills Acrobatics +37, Intimidate +34, Knowledge (geography, nature) +32, Perception +38, Ride +40, Sense Motive +34, Stealth +40, Survival +36
Languages Common, Elven, Sylvan; telepathy 100 ft.
SQ cold-wreathed weapons, fey resilience, hoary steed, soul prison, unseelie resurrection
Special Abilities
Cold-Wreathed Weapons (Su)
The Hoary Hunter’s natural and manufactured weapons deal an additional 1d6 points of cold damage and are treated as epic, cold iron, and magic for the purpose of overcoming damage reduction.
Fey Resilience (Ex)
While in dim light or darkness, the Hoary Hunter gains regeneration 10. This regeneration is suppressed for 1 round if the Hunter takes fire or radiant damage or is in bright sunlight.
Hoary Steed (Ex)
The Hoary Hunter is bonded to a unique Hoary Steed (CR 9).
The steed can fly (90 ft., good), use air walk, and constantly exudes obscuring mist. It can cast astral projection and etherealness at will (CL 18th).
It is fiercely loyal and allows no other rider. It is immune to charm, compulsion, and fear effects.
Hunter’s Mark (Su)
As a standard action, the Hoary Hunter can mark a creature it can see within 60 feet. The target must succeed on a DC 25 Will save or become hunter’s marked for 24 hours.
While marked:
- The Hunter always knows the target’s direction and distance.
- It gains a +4 bonus on attack rolls, saving throw DCs, and skill checks against the target.
- The target cannot benefit from invisibility, mirror image, blur, or similar concealment against the Hunter.
Only one creature may be marked at a time. This is a curse effect. The save DC is Charisma-based.
Soul Binding (Su)
Whenever the Hoary Hunter scores a critical hit or reduces a creature to 0 hit points, the target must succeed on a DC 26 Will save or have its soul imprisoned in the black diamond embedded in the Hunter’s sword.
This functions as soul bind (CL 18th), except that the soul is drawn into the Night Realm. A soul imprisoned in this way cannot be resurrected or contacted except via wish, miracle, or freedom cast from within the Night Realm. The gem can contain only one soul at a time.
Destroying the sword while it holds a soul also destroys that soul unless the sword is destroyed within the Night Realm. The save DC is Charisma-based.
Soul Prison (Ex)
The black diamond in the Hunter’s sword functions as a permanent soul gem. Detecting its bound soul requires true seeing, discern location, or divine magic. The diamond glows faintly when filled.
Unseelie Resurrection (Su)
Once per day, when reduced to 0 hit points, the Hoary Hunter and its steed vanish in a swirl of freezing mist. On initiative count 20 of the following round, both reappear within 60 feet at full hit points.
This resurrection effect fails if the Hunter is slain within the Night Realm or in a consecrated area affected by hallow, forbiddance, or antimagic field.
Upon returning, the area within 60 feet becomes icy terrain (treat as solid ice) for 1 minute, counting as difficult terrain for all creatures except the Hunter and its steed.
Ecology
Environment any cold
Organization solitary or company (2–3)
Treasure standard (includes +5 keen longsword of binding)
Lore
A creature of myth and dread, the Hoary Hunter is a chosen agent of the Unseelie Court, dispatched to collect souls for punishment, vengeance, or eternal sport. With a blade that binds the essence of the fallen and a spectral steed that crosses the veil between worlds, the Hunter does not kill needlessly—it selects, pursues, and claims.
Legends say that when the moon glows cold and hoarfrost coats the trees, those who have drawn the ire of the fey must tread lightly—lest they hear the Hunter’s horn, and know they are already lost.
Hoary Hunter

Malevolent fey that appear on frosty moonlit nights to hunt travelers for sport, selecting their prey, chasing them down, and dragging them into the night realm of the Unseelie Court to be imprisoned forever.
Source(s) Epic Level Handbook
The hoary hunter’s mount is a supernatural beast of extraordinary elegance and prowess. It is completely loyal to its hunter and will allow no other individual to approach or Ride it.
A hoary hunter’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
| Hoary Hunter | Hoary Steed | |
| Medium-Size fey (Cold) | Large magical beast (Cold) | |
| Hit Dice | 46d6+598 (759 hp) | 12d10+36 (102 hp) |
| Initiative | +19 (+11 Dexterity, +8 Superior Initiative) | +8 (+4 Dexterity, +4 Improved Initiative) |
| Speed | 30 ft. | 40 ft., Fly 90 ft. (good) |
| AC | 46 (+11 Dexterity, +15 insight, +10 natural) | 23 (-1 size, +4 Dexterity, +10 natural) |
| Base Attack/Grapple | +23/+37 | +12/+22 |
| Attack | +6 keen longsword of binding +46 (1d8+27/17-20 plus 1d6 plus binding) melee | Hoof +17 (3d6+6) melee |
| Full Attack | +6 keen longsword of binding +46/+41/+36/+31 (1d8+27/17-20 plus 1d6 plus binding) melee | 2 hooves +17 (3d6+6) melee, bite +15 (5d8+3) melee |
| Space/Reach | 5 ft./5 ft. | 10 ft./5 ft. |
| Special Attacks | Spell-like abilities | |
| Special Qualities | Cold immunity, fire vulnerability, SR 36, DR 10/epic and cold iron | Cold immunity, fire vulnerability, air walk, astral projection and etherealness, magic circle against good, misty breath, SR 20, DR 5/magic and cold iron, immunities |
| Saves | Fort +28, Ref +36, Will +31 | Fort +11, Ref +12, Will +5 |
| Abilities | Strength 38, Dexterity 33, Constitution 36, Intelligence 21, Wisdom 23, Charisma 26 | Strength 22, Dexterity 18, Constitution 17, Intelligence 6, Wisdom 13, Charisma 14 |
| Skills | Diplomacy +14, Hide +60, Intimidate +57, Knowledge (geography, nature) +54, Listen +55, Move Silently +60, Ride +60, Search +54, Sense Motive +55, Spot +55, Survival +55 | Jump +10, Listen +8, Spot +13 |
| Feats | Blind-Fight, Cleave, Great Cleave, Improved Critical (longsword), Improved Initiative, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Track, Trample, Weapon Focus (longsword) | Alertness, Endurance, Flyby Attack, Improved Initiative, Multiattack |
| Epic Feats | Dire Charge, Epic Weapon Focus (longsword), Overwhelming Critical (longsword), Superior Initiative | |
| Climate/Terrain | Any cold | Any cold |
| Organization | Solitary or company (2-5) | Solitary (with rider) |
| Challenge Rating | 25 | 9 |
| Treasure | None | None |
| Alignment | Always neutral evil | Always neutral evil |
| Advancement | 47+ HD (Medium) | 13-24 HD (Large); 25-36 HD (Huge) |
Combat
A critical hit (or the blow that would kill or render a foe unconscious) from the hoary hunter’s blade does not wound the hunter’s prey. Instead, the victim is bodily transported as per a soul binding spell heightened to 16th level (DC 30) into a diamond at the end of the sword’s hilt.
Spell-Like Abilities
- At will-discern location, true strike, fog cloud, hold monster, plane shift;
- 3/day-dimensional anchor, dominate monster, greater dispel magic;
- 1/day-mage’s disjunction, contingent recall and resurrection*.
Caster level 23rd; save DC 18 + spell level.
*Contingent recall and resurrection is a variation on an epic spell. When slain, the hoary hunter is actually transported, with its mount, back to the fey realm, where it is resurrected. The only way to truly slay the hoary hunter is to defeat it in its home realm after this epic spell has been exhausted for the day.
Hoary Steed
A hoary steed’s natural weapons are treated as magic for the purpose of overcoming damage reduction.
Combat
Air Walk (Su) A hoary steed can ride through the air as well as on the ground, as though affected by a permanent air walk spell.
astral projection and etherealness (Su) These abilities function just like the spells of the same names as cast by a 20th-level caster.
magic circle against good (Su) This ability continuously duplicates the effects of the spell. A hoary steed cannot suppress this ability.
Misty Breath (Su) The breath of a hoary steed functions like a constant obscuring mist spell.
Immunities (Ex) A hoary steed is immune to all charm and hold spells or abilities.
Buy me a coffee