Wild Hunt Scout.json 16 KB

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  1. {
  2. "ac": 42,
  3. "alignment": "CN",
  4. "breadcrumbs_spa": [],
  5. "category": "creature",
  6. "charisma": 6,
  7. "constitution": 6,
  8. "creature_ability": [
  9. "Greensight",
  10. "Planar Acclimation",
  11. "Wild Hunt Link",
  12. "Instinctive Cooperation",
  13. "primal, visual)",
  14. "Befuddle",
  15. "Focus Gaze",
  16. "Forceful Focus",
  17. "Manifest Crystals",
  18. "Deny Advantage",
  19. "Sneak Attack"
  20. ],
  21. "creature_family": "Wild Hunt",
  22. "creature_family_markdown": "[Wild Hunt](/MonsterFamilies.aspx?ID=323)",
  23. "dexterity": 6,
  24. "exclude_from_search": false,
  25. "fortitude_save": 28,
  26. "hp": 380,
  27. "hp_raw": "380",
  28. "id": "creature-2215",
  29. "image": [
  30. "/Images/Monsters/WildHunt_Scout.png"
  31. ],
  32. "intelligence": 5,
  33. "language": [
  34. "Aklo",
  35. "Common",
  36. "Sylvan",
  37. "<%SPELLS%293%%><i>speak with animals</i><%END>, <%SPELLS%294%%><i>speak with plants</i><%END>"
  38. ],
  39. "language_markdown": "[Aklo](/Languages.aspx?ID=13), [Common](/Languages.aspx?ID=1), [Sylvan](/Languages.aspx?ID=10); [_speak with animals_](/Spells.aspx?ID=293), [_speak with plants_](/Spells.aspx?ID=294)",
  40. "level": 18,
  41. "markdown": "<title level=\"1\" pfs=\"\">[Wild Hunt Scout](/Monsters.aspx?ID=2215)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nThese compact few have pointed ears, green eyes, and ram's horns. They relish the chance to seek revenge upon those who have wronged or insulted the wild hunt, but they tend to grow bored when the stakes aren't lethal.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Fey](/Rules.aspx?ID=563)**\r\n([Nature](/Skills.aspx?ID=10)): DC 43\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 41\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 38\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/WildHunt_Scout.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 18\">[Wild Hunt Scout](/Monsters.aspx?ID=2215)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"CN\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Medium\" />\r\n<trait label=\"Fey\" url=\"/Traits.aspx?ID=69\" />\r\n<trait label=\"Wild Hunt\" url=\"/Traits.aspx?ID=435\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 619</row>\n\n**Perception** +34; [greater darkvision](/MonsterAbilities.aspx?ID=12), greensight, [scent](/MonsterAbilities.aspx?ID=33) (imprecise) 30 feet\r\n\r\n**Languages**\r\n[Aklo](/Languages.aspx?ID=13), [Common](/Languages.aspx?ID=1), [Sylvan](/Languages.aspx?ID=10); [_speak with animals_](/Spells.aspx?ID=293), [_speak with plants_](/Spells.aspx?ID=294)\r\n\r\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +32, [Athletics](/Skills.aspx?ID=3) +33, [Deception](/Skills.aspx?ID=5) +32, [Intimidation](/Skills.aspx?ID=7) +32, [Nature](/Skills.aspx?ID=10) +29, [Stealth](/Skills.aspx?ID=15) +37, [Survival](/Skills.aspx?ID=16) +34\r\n\r\n<row gap=\"medium\">\r\n**Str** +9\r\n\r\n**Dex** +6\r\n\r\n**Con** +6\r\n\r\n**Int** +5\r\n\r\n**Wis** +8\r\n\r\n**Cha** +6\r\n</row>\r\n\r\n**Greensight** The wild hunt scout ignores the [concealed](/Conditions.aspx?ID=4) condition from leaves and other foliage.<br />**Planar Acclimation** The wild hunt scout treats the plane it is located on as its home plane.<br />**Wild Hunt Link** ([aura](/Traits.aspx?ID=206), [divination](/Traits.aspx?ID=47), [magical](/Traits.aspx?ID=103)) A wild hunt scout grants all other members of the wild hunt in the aura except wild hunt scouts deny advantage.\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 42 \r\n\r\n**Fort** +28 \r\n\r\n**Ref** +30 \r\n\r\n**Will** +34 \n\n</row>\r\n\r\n**HP** 380\n\n**Weaknesses**\r\n[cold iron](/Equipment.aspx?ID=375) 15\r\n\r\n**Instinctive Cooperation** The wild hunt scout automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures.<br />Wild Gaze (aura, enchantment, fear, incapacitation, mental,<br />**primal, visual)** 30 feet. Those who meet the gaze of a wild hunt scout come face-to-face with the hunt's fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn in the aura, it must succeed at a DC 37 Will save to resist becoming [slowed 1](/Conditions.aspx?ID=35) (slowed 2 on a critical failure). The wild hunt scout can deactivate or activate this aura by using a single action, which has the [concentrate](/Traits.aspx?ID=32) trait.\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 40 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\ncrystal scimitar +35 ([Forceful](/Traits.aspx?ID=180), [Sweep](/Traits.aspx?ID=194)),\r\n**Damage** 3d6+17 slashing plus 2d6 force\r\n\r\n**Ranged**\r\n<actions string=\"Single Action\" />\r\nemerald beam +34 ([range 40 feet](/Traits.aspx?ID=248)),\r\n**Damage** befuddle\r\n\r\n**Primal Innate Spells** DC 40, attack +32\r\n- **Cantrips (9th)**\r\n[Know Direction](/Spells.aspx?ID=169)\r\n- **5th**\r\n[Dimension Door](/Spells.aspx?ID=69) (×3), [Magic Missile](/Spells.aspx?ID=180)\r\n- **6th**\r\n[Stone Tell](/Spells.aspx?ID=310)\r\n- **7th**\r\n[Magic Missile](/Spells.aspx?ID=180), [Plane Shift](/Spells.aspx?ID=222)\r\n- **8th**\r\n[Disappearance](/Spells.aspx?ID=73), [Wind Walk](/Spells.aspx?ID=376)\r\n- **9th**\r\n[Magic Missile](/Spells.aspx?ID=180), [Unfettered Pack](/Spells.aspx?ID=350)\r\n- **Constant (9th)**\r\n[Pass Without Trace](/Spells.aspx?ID=215), [Speak with Animals](/Spells.aspx?ID=293), [Speak with Plants](/Spells.aspx?ID=294), [True Seeing](/Spells.aspx?ID=344)\r\n\r\n**Befuddle** ([Enchantment](/Traits.aspx?ID=61), [Mental](/Traits.aspx?ID=106), [Primal](/Traits.aspx?ID=134)) A wild hunt scout can emit a beam of emerald light from their crystal shard to attempt an emerald beam ranged Strike. If the beam hits, it inflicts no damage (nor does it inflict precision damage from a sneak attack), but it overstimulates the target's mind, causing them to become [dazzled](/Conditions.aspx?ID=7) and [flat-footed](/Conditions.aspx?ID=16) for 1 round. On a critical hit, the target is also [blinded](/Conditions.aspx?ID=1) for 1 round.\r\n\r\n**Focus Gaze** <actions string=\"Single Action\" /> ([Concentrate](/Traits.aspx?ID=32), [Enchantment](/Traits.aspx?ID=61), [Fear](/Traits.aspx?ID=68), [Incapacitation](/Traits.aspx?ID=93), [Mental](/Traits.aspx?ID=106), [Primal](/Traits.aspx?ID=134), [Visual](/Traits.aspx?ID=163)) The wild hunt scout fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt scout's wild gaze. If the creature was already [slowed](/Conditions.aspx?ID=35) by the wild gaze before attempting its save, a failed save causes it to be [paralyzed](/Conditions.aspx?ID=28) for 1 round. After attempting its save, the creature is temporarily immune to Focus Gaze from any wild hunt until the start of the wild hunt scout's next turn.\r\n\r\n**Forceful Focus** <actions string=\"Three Actions\" /> ([Concentrate](/Traits.aspx?ID=32)) **Requirement** The wild hunt scout cast [_magic missile_](/Spells.aspx?ID=180) the previous round. **Effect** The wild hunt scout focuses on their mastery of force, standing still as they become swathed in pulsing emerald light. Any _magic missile_ innate spells they have cast that day are restored, allowing them to be cast again. Until the end of their next turn, any creature that takes force damage from the wild hunt scout must succeed at a DC 40 Fortitude save or be [stunned 1](/Conditions.aspx?ID=36) (stunned 3 on a critical failure). The wild hunt scout can't use forceful focus for 1 hour.\r\n\r\n**Manifest Crystals** <actions string=\"Free Action\" /> A wild hunt scout can manifest a _+2 [greater striking](/Equipment.aspx?ID=280) [scimitar](/Weapons.aspx?ID=38)_ made of crystalized force or a fist-sized shard of the same in her hands. These objects vanish upon the wild hunt scout's death, or as soon as they no longer possess the items.\r\n\r\n**Deny Advantage** A wild hunt scout isn't [flat-footed](/Conditions.aspx?ID=16) to [hidden](/Conditions.aspx?ID=22), [undetected](/Conditions.aspx?ID=39), or flanking creatures of your level or lower, or creatures of their level or lower using surprise attack. However, they can still help their allies flank.\r\n\r\n**[Sneak Attack](/MonsterAbilities.aspx?ID=34)** A wild hunt scout's Strikes deal 3d6 extra precision damage to [flat-footed](/Conditions.aspx?ID=16) creatures.\r\n\r\n</column>\n\n<document level=\"2\" id=\"creature-family-323\" />",
  42. "name": "Wild Hunt Scout",
  43. "npc": false,
  44. "perception": 34,
  45. "rarity": "rare",
  46. "reflex_save": 30,
  47. "release_date": "2022-10-26",
  48. "resistance": {},
  49. "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Fey\" url=\"/Traits.aspx?ID=69\" />\r\n<trait label=\"Wild Hunt\" url=\"/Traits.aspx?ID=435\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 619</row>\r\n\r\n**Creature Family** [Wild Hunt](/MonsterFamilies.aspx?ID=323)\r\n\r\n<row gap=\"medium\">\r\n**HP** 380\r\n\r\n**AC** 42\r\n\r\n**Fort** +28\r\n\r\n**Ref** +30\r\n\r\n**Will** +34\r\n\r\n**Perception** +34\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese compact few have pointed ears, green eyes, and ram's horns. They relish the chance to seek revenge upon those who have wronged or insulted the …\r\n</summary>",
  50. "sense": " greater darkvision , greensight, scent (imprecise) 30 feet",
  51. "sense_markdown": "[greater darkvision](/MonsterAbilities.aspx?ID=12), greensight, [scent](/MonsterAbilities.aspx?ID=33) (imprecise) 30 feet",
  52. "size": [
  53. "Medium"
  54. ],
  55. "skill": [
  56. "Acrobatics +32",
  57. "Athletics +33",
  58. "Deception +32",
  59. "Intimidation +32",
  60. "Nature +29",
  61. "Stealth +37",
  62. "Survival +34"
  63. ],
  64. "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +32, [Athletics](/Skills.aspx?ID=3) +33, [Deception](/Skills.aspx?ID=5) +32, [Intimidation](/Skills.aspx?ID=7) +32, [Nature](/Skills.aspx?ID=10) +29, [Stealth](/Skills.aspx?ID=15) +37, [Survival](/Skills.aspx?ID=16) +34",
  65. "source": [
  66. "Kingmaker Adventure Path"
  67. ],
  68. "source_raw": [
  69. "Kingmaker Adventure Path pg. 619"
  70. ],
  71. "source_category": "Adventure Paths",
  72. "source_group": "Kingmaker",
  73. "source_markdown": "<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 619</row>",
  74. "speed": {
  75. "land": 40,
  76. "max": 40
  77. },
  78. "speed_markdown": "40 feet",
  79. "speed_raw": "40 feet",
  80. "spell": [
  81. "Magic Missile",
  82. "Unfettered Pack",
  83. "Disappearance",
  84. "Wind Walk",
  85. "Plane Shift",
  86. "Stone Tell",
  87. "Dimension Door",
  88. "Pass Without Trace",
  89. "Speak with Animals",
  90. "Speak with Plants",
  91. "True Seeing",
  92. "Know Direction"
  93. ],
  94. "spell_markdown": "[Dimension Door](/Spells.aspx?ID=69), [Disappearance](/Spells.aspx?ID=73), [Know Direction](/Spells.aspx?ID=169), [Magic Missile](/Spells.aspx?ID=180), [Pass Without Trace](/Spells.aspx?ID=215), [Plane Shift](/Spells.aspx?ID=222), [Speak with Animals](/Spells.aspx?ID=293), [Speak with Plants](/Spells.aspx?ID=294), [Stone Tell](/Spells.aspx?ID=310), [True Seeing](/Spells.aspx?ID=344), [Unfettered Pack](/Spells.aspx?ID=350), [Wind Walk](/Spells.aspx?ID=376)",
  95. "spoilers": "Kingmaker",
  96. "stealth": "37",
  97. "strength": 9,
  98. "strongest_save": [
  99. "will"
  100. ],
  101. "summary": "These compact few have pointed ears, green eyes, and ram's horns. They relish the chance to seek revenge upon those who have wronged or insulted the …",
  102. "summary_markdown": "These compact few have pointed ears, green eyes, and ram's horns. They relish the chance to seek revenge upon those who have wronged or insulted the …",
  103. "text": " Wild Hunt Scout These compact few have pointed ears, green eyes, and ram's horns. They relish the chance to seek revenge upon those who have wronged or insulted the wild hunt, but they tend to grow bored when the stakes aren't lethal. Recall Knowledge - Fey (Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Wild Hunt Scout Source Kingmaker Adventure Path pg. 619 Perception +34; greater darkvision, greensight, scent (imprecise) 30 feet Languages Aklo, Common, Sylvan; speak with animals , speak with plants Skills Acrobatics +32, Athletics +33, Deception +32, Intimidation +32, Nature +29, Stealth +37, Survival +34 Str +9 Dex +6 Con +6 Int +5 Wis +8 Cha +6 Greensight The wild hunt scout ignores the concealed condition from leaves and other foliage. Planar Acclimation The wild hunt scout treats the plane it is located on as its home plane. Wild Hunt Link (aura, divination, magical) A wild hunt scout grants all other members of the wild hunt in the aura except wild hunt scouts deny advantage. --- AC 42 Fort +28 Ref +30 Will +34 HP 380 Weaknesses cold iron 15 Instinctive Cooperation The wild hunt scout automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures. Wild Gaze (aura, enchantment, fear, incapacitation, mental, primal, visual) 30 feet. Those who meet the gaze of a wild hunt scout come face-to-face with the hunt's fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn in the aura, it must succeed at a DC 37 Will save to resist becoming slowed 1 (slowed 2 on a critical failure). The wild hunt scout can deactivate or activate this aura by using a single action, which has the concentrate trait. --- Speed 40 feet Melee Single Action crystal scimitar +35 (Forceful, Sweep), Damage 3d6+17 slashing plus 2d6 force Ranged Single Action emerald beam +34 (range 40 feet), Damage befuddle Primal Innate Spells DC 40, attack +32 - Cantrips (9th) Know Direction - 5th Dimension Door (×3), Magic Missile - 6th Stone Tell - 7th Magic Missile, Plane Shift - 8th Disappearance, Wind Walk - 9th Magic Missile, Unfettered Pack - Constant (9th) Pass Without Trace, Speak with Animals, Speak with Plants, True Seeing Befuddle (Enchantment, Mental, Primal) A wild hunt scout can emit a beam of emerald light from their crystal shard to attempt an emerald beam ranged Strike. If the beam hits, it inflicts no damage (nor does it inflict precision damage from a sneak attack), but it overstimulates the target's mind, causing them to become dazzled and flat-footed for 1 round. On a critical hit, the target is also blinded for 1 round. Focus Gaze Single Action (Concentrate, Enchantment, Fear, Incapacitation, Mental, Primal, Visual) The wild hunt scout fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt scout's wild gaze. If the creature was already slowed by the wild gaze before attempting its save, a failed save causes it to be paralyzed for 1 round. After attempting its save, the creature is temporarily immune to Focus Gaze from any wild hunt until the start of the wild hunt scout's next turn. Forceful Focus Three Actions (Concentrate) Requirement The wild hunt scout cast magic missile the previous round. Effect The wild hunt scout focuses on their mastery of force, standing still as they become swathed in pulsing emerald light. Any magic missile innate spells they have cast that day are restored, allowing them to be cast again. Until the end of their next turn, any creature that takes force damage from the wild hunt scout must succeed at a DC 40 Fortitude save or be stunned 1 (stunned 3 on a critical failure). The wild hunt scout can't use forceful focus for 1 hour. Manifest Crystals Free Action A wild hunt scout can manifest a +2 greater striking scimitar made of crystalized force or a fist-sized shard of the same in her hands. These objects vanish upon the wild hunt scout's death, or as soon as they no longer possess the items. Deny Advantage A wild hunt scout isn't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of their level or lower using surprise attack. However, they can still help their allies flank. Sneak Attack A wild hunt scout's Strikes deal 3d6 extra precision damage to flat-footed creatures. ",
  104. "trait": [
  105. "Fey",
  106. "Rare",
  107. "Wild Hunt",
  108. "CN",
  109. "Medium"
  110. ],
  111. "trait_markdown": "[Fey](/Traits.aspx?ID=69), [Rare](/Traits.aspx?ID=137), [Wild Hunt](/Traits.aspx?ID=435)",
  112. "trait_raw": [
  113. "Fey",
  114. "Rare",
  115. "Wild Hunt"
  116. ],
  117. "type": "Creature",
  118. "url": "/Monsters.aspx?ID=2215",
  119. "vision": "Greater darkvision",
  120. "weakest_save": [
  121. "fort",
  122. "fortitude"
  123. ],
  124. "weakness": {
  125. "cold_iron": 15
  126. },
  127. "weakness_markdown": "[cold iron](/Equipment.aspx?ID=375) 15",
  128. "weakness_raw": " cold iron 15",
  129. "will_save": 34,
  130. "wisdom": 8
  131. }