# [[Lord of the Hunt]] from [[Tome of Beasts]] [in dnd-vault](obsidian://open?vault=dnd-vault&file=monsters%2FLord%20of%20the%20Hunt) ```statblock name: Lord of the Hunt size: Medium type: Fey alignment: lawful neutral ac: 18 (natural armor) hp: 324 hit_dice: 27d8+108 speed: 40 ft. stats: [21, 18, 19, 14, 18, 15] saves: - Str: 11 - Wis: 10 - Cha: 8 skillsaves: - Athletics: 11 - Perception: 10 - Survival: 10 damage_resistances: bludgeoning, piercing, and slashing from weapons that aren't made of cold iron damage_immunities: cold, poison condition_immunities: exhaustion, charmed, frightened, poisoned senses: blindsight 10 ft., darkvision 60 ft., passive Perception 20 languages: Common, Draconic, Elvish, Sylvan cr: 18 traits: - [Expert Rider, While the Lord of the Hunt is mounted, any attack directed at his steed targets the rider instead. The steed uses the Lord of the Hunt’s saving throws. If the mount succeeds on a saving throw against a damaging effect, it takes no damage.] - [Legendary Resistance (3/day), If the Lord of the Hunt fails a saving throw, he can choose to succeed instead.] - [Magic Weapons, The Lord of the Hunt’s weapon attacks are magical.] spells: - The lord of the hunt’s innate spellcasting ability score is Charisma (save DC 16). The Lord of the Hunt can innately cast the following spells, requiring no material components. - At will: druidcraft, hunter’s mark, phantom steed - 3/day each: commune with nature, conjure volley - 1/day: conjure fey (conjured creatures vanish if the Lord of the Hunt’s concentration is broken) actions: - [Multiattack, The Lord of the Hunt makes three melee attacks or three ranged attacks.] - [Huntsman's Spear, Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage or 14 (2d8 + 5) piercing damage if used in two hands, plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. As a bonus action, the Lord of the Hunt can cause his spear to magically appear in his hand, even if it is destroyed.] - [Howling Longbow, Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage.] legendary_actions: - [Strike, The Lord of the Hunt makes a huntsman’s spear attack or a howling longbow attack.] - [Tenacious Stride, The Lord of the Hunt moves half his speed, or half the speed of any steed he rides.] - [Call the Hunt (2 actions), The Lord of the Hunt blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a DC 16 Charisma saving throw against this magic or be charmed by the Lord of the Hunt for 8 hours. A charmed creature joins the wild hunt and follows the verbal instructions of the Lord of the Hunt, treating all former allies as enemies. If a charmed creature damages or is damaged by a former ally, it can repeat the saving throw at the end of its turn, ending the effect on itself on a success. Once a creature successfully saves or the effect ends for it, it is immune to Call the Hunt for the next 24 hours.] reactions: - [Parry, The Lord of the Hunt adds 6 to his AC against one attack that would hit him. To do so, he must see the attacker and must be wielding a melee weapon.] ```