Wild Hunt Archer
This lithe, androgynous humanoid has pointed ears, glowing green eyes, and six fingers on each slender hand.
Wild Hunt Archer CR 13
CN Medium fey (wild hunt)
Init +13; Senses greensight 60 ft., low-light vision, scent, see in darkness; Perception +31
AC 28, touch 24, flat-footed 19 (+5 deflection, +9 Dex, +4 natural)
hp 187 (22d6+110)
Fort +12, Ref +22, Will +19
Defensive Abilities instinctive cooperation, wild grace; DR 10/cold iron; Immune cold; Resist electricity 10, fire 10
Speed 30 ft.
Melee gore +16 (1d6+7)
Ranged +5 icy burst seeking composite longbow +26/+21/+16 (1d8+10/19–20/3 plus 1d6 cold)
Special Attacks infuse arrow, wild gaze (DC 26)
Spell-Like Abilities (CL 13th; concentration +18)
Constant—know direction, speak with animals, speak with plants
At will—vampiric touch
3/day—black tentacles, haste, slay living (DC 20), sleet storm, stone tell
1/day—cloudkill (DC 20), disintegrate (DC 21), freezing sphere (DC 21)
Str 20, Dex 28, Con 21, Int 16, Wis 23, Cha 21
Base Atk +11; CMB +16; CMD 40
Feats Deadly Aim, Far Shot, Improved Critical (composite longbow), Improved Initiative, Improved Precise Shot, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow)
Skills Acrobatics +34, Handle Animal +27, Intimidate +27, Knowledge (nature) +28, Perception +31, Ride +31, Sense Motive +31, Stealth +34, Survival +28
Languages Aklo, Common, Sylvan; speak with animals, speak with plants
SQ living bow, planar acclimation, wild hunt link
Infuse Arrow (Su)
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 CMD against the spell effects (if applicable).
Living Bow (Su)
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 Link (Su)
The weapon attacks and natural attacks of all creatures in a wild hunt archer’s wild hunt link ignore miss chances from concealment, as long as they target the correct square.
Environment any land
Organization solitary, squad (2–6), ride (1–4 wild hunt archers mounted on wild hunt horses), or wild hunt
Treasure standard (mwk composite longbow, other treasure)
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.
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.