Here is my Norse Bestiary, ported over from the old boards.
I will be utilizing the Troll-blooded feat, as well as flaws, to enable some creatures to gain true regeneration. It will cost 2 flaws to get this feat, however.
Troll Blooded [General]You are from a troll bloodline.
Prerequisite: Toughness.
Benefit: You gain regeneration 1 as an extraordinary ability. Fire and acid deal normal damage to you. If you lose a limb or a body part, the lost portion regrows in 3d6 days. You can reattach the severed member as a full-round action by holding it to the stump. You are fatigued while exposed to sunlight.
Special: You can take this feat at 1st level only. This feat exists solely for the purpose of creating trolls; only the DM may utilize this feat.
Alvar/Ljosalfar ("Light Elves" from Alfheim) [Killoren]
Half-Alvar [Half-Elves]
Svartalfar ("Black Elves," sometimes hard to distinguish in stories from Dwaves) [Drow]
Dwarves / Dvergar (creators of much of the world's magic) [Midgard Dwarf]
Half-Dwarves [Hill Dwarf]
GiantsRock Giant [Stone Giant]/Elder Rock Giant [Mineral Warrior Stone Giant]
Half-Rock Giant [Goliath with type changed to Giant]
Mountain Giant [Mountain Giant (MMII)]
Fire GiantsLegendary Fire Giant (the true giants that contest with the gods and will lead the burning of the world at Ragnarok)
Legendary Fire Giant
[Based on the Fire Giant demi-god listed in Deities and Demigods, but corrected (it lists it as a Fighter 20, but it only has 20 Giant Hit Dice (but is listed as an outsider), but has 24 feats (as many as a Giant 20/Fighter 19 should have)). I'll probably make them Giants with the Extraplanar subtype and divine rank 0, and give them 20 Giant HD and 10 to 20 Gestalt class levels, probably Fighter//Ranger. Gargantuan size.]
Fire Giant Elder (the next "age category" of Giant, as they approach immortality) [Eldrich Giant w/ Fire subtype. Huge size.]
Fire Giant (typical fire giant most likely to find its way into Midgard) [Fire Giant. Large size.]
Half-Fire Giant [Goliath with type changed to Giant, who has taken the Improved Heat Endurance feat (and possibly also the Inured to Energy feat).]
Frost GiantsLegendary Frost Giant (The Frost Giants that contest with the gods)
Legendary Fire Giant
[Based on the Frost Giant demi-god listed in Deities and Demigods, but corrected (similar problems to the Fire Giant). I'll probably make them Giants with the Extraplanar subtype and divine rank 0, and give them 20 Giant HD and 10 to 20 Gestalt class levels; these could be anything from Barbarian//Fighter to Barbarian//Wizard to Barbarian//Disciple of Thrym. Gargantuan size.]
Frost Giant Elder (the next "age category" of Giant, as they approach immortality) [Eldrich Giant w/ Fire subtype. Huge size.]
Frost Giant (typical frost giant most likely to wander into Midgard] [Frost Giant. Large size.]
Half-Frost Giant [Goliath with type changed to Giant, who has taken the Improved Cold Endurance feat.]
TrollsSea Trolls (Sjötrollet)Merrow & Sea Hag
Scrag & Scrag Warlock
Half-Troll Kuo Toa Leviathan
Bog Giant
Cliff TrollsFeral Snow Goblins
Taer
Half-Troll Taer
Half-Troll Girallon
Half-Troll Yeti
Half-Troll Abominable Yeti
[Those that qualify take Rock Hurling and Fling Enemy from Races of Stone]
Multi-Headed TrollsEttin
Fell Troll
Any Troll with the Multiheaded Template
Vitterfolk Trolls (Vætter)(Some aren't actually trolls.)
Half-fey Mineral Warrior Forestkith Goblin
Half-fey Mineral Warrior Mongrelfolk
Half-fey Mineral Warrior Green Hag
Huldrefolk (Bestiary of Krynn)
Half-troll Changling
Half-troll Forestkith Goblin
Half-troll Mongrelfolk
Primordial Giant Half-troll Huldrefolk (Bestiary of Krynn)
Feral Tasloi [Troll-Blooded feat]
[The above will often take levels in Ranger/Abolisher/Nature's Warrior]
Hill, Mountain, and Forest TrollsOgre & Annis Hag
Half-Ogre & Green Hag
Hill Troll & Troll Warlock
- Half-Troll Annis Hag [female, sterile]
- Half-Troll Eneko [male, can mate with troll wives (producing more half-troll eneko) or human females]
- Eneko [male and female "quarter-trolls" made from a half-troll eneko mating with a human]
Cave Troll & Cave Troll Warlock
Mountain Troll
Phaerlin Giant [MoF]
Half-Troll Phaerlin Giant
Fomorian [subterranean trolls, perhaps from Vanaheim]
Half-Troll Mountain Giant
Ice Troll & Ice Troll Warlock (Troll line interbred with Frost Giants)
- Half-Troll Marzanna Hag
- Dekanter Goblin (prior to change from Monstrous Humanoid; change gore attack to bite) [cross-breed of an Ice Troll with a Forest Troll or similar]
Fire Troll & Fire Troll Warlock (Troll line interbred with Fire Giants)
Forest Troll & Half-troll Green Hag
Troll Scion [Half-Troll War Troll - evil, spiteful beings that, thankfully, are dying out because of a Trollwife's propensity for cursing her rivals to barrenness.]
Primordial Troll [Half-Troll Monster of Legend War Troll - the progenitors of the troll races.]
Trolls Harmed by SunlightFensir
Wasteland Troll
Half-Troll Fensir
Feral Tasloi with Troll-Blooded feat (costs 2 flaws - Pathetic and Slow)
Any Fast Healing Troll with the Troll-Blooded feat
Trolls that Eat Humans to Become StrongerDusk Giant and Dusk Hag
Half-Troll Dusk Giant and Half-Troll Dusk Giant Warlock
Any Troll with the Beast of Xvim template (Monsters of Faerun)
Trolls with Demonic BloodHalf-fiend Troll [Offspring of a Trollwife impregnated by a Demon or Devil]
Fiendish Troll [Offspring of a Half-fiend troll and a normal troll]
Ogre Mage [Offspring of a Trollwife and a Fiendish Troll]
Half-Troll Draegloth [Offspring of an Ogre Mage and a Glabrezu]
Mur-Zhagul (Demon Troll) [Offspring of a Demonic Fiendish Trollwife and a Horned Devil, Pit Fiend, Amnizu, or Malebranche devils]
Mur-Zhagul's children:
- Half-Fiend War Troll [Offspring of a Mur-Zhagul and a Demon]
- Troll-Blooded Tanarukk [Offspring of a Mur-Zhagul and a Medium-sized regenerating troll]
- Half-Vampire Tanarukk [Offspring of a Mur-Zhagul and a Medium-sized fast healing troll]
- Tanarukk [Offspring of a human and a troll-blooded or half-vampire tanarukk]
.
Domestic and Personal SpiritsFylgia [Telthor (bound to a person, not a location)]
Vordr (can become a Revenant) [?]
Haminja (similar to a Fylgia) [Spirit Animal]
Nissen/Tomte (small house spirit) [Domovoi or Einsaun Nat (OA)]
Rå - Keepers/Wardens of different landforms
Bergsrå (Mountain rå credited with giving miners problems) [Oread]
Havsrå (Saltwater rå) [Mermaid]
Sjörå (Freshwater rå) [Glaistig]
Skogsrå ("Ruler (Lady) of the Forest" or sometimes "forest troll") [Dryad]
Nature Spirits [Nature Spirit, Oriental Adventures; Spirit of the Land]
Forest SpiritsMound Alvar (Mound elves, somewhat related to Huldre Folk) [Feytouched w/ the Mineral Warrior template, but change the DR to 8/Cold Iron - aesthetically they do not look stony]
Huldre Folk (Beautiful fey folk w/ a disease ability; often had hollow backs or cow's/fox's tails - often interchangeable with trolls of a sort, though they were almost always beautiful) [Nymph]
[Huldra can come in a wide variety of abilities and difficulties. This is shown by a Nymph advanced as a Druid//Bard/Sublime Chord, all the way up to CR 20 with a Nymph Druid 13//Bard 7/Sublime Chord 6]
Skogsråt ("Ruler (Lady) of the Forest" or sometimes "forest troll") [Half-troll or Woodling Nymph]
Skogsnufvar ("Ruler (Lady) of the Forest" - always female [Nymph, advanced w/Druid - Woodling?]
Skovmann (Like a Skogsnufvar, but male) [Verdant Prince, advanced w/Druid or Ranger 1/Abolisher 1/Nature's Warrior 1]
Askafroa [Dryad]
Spriggan (Celtic) [Spriggan]
Moss People (Southern Germany) [Wood Woad, Woodling Nymph?]
Red Cap [Redcap - usually found near abandoned ruins or cairns]
River SpiritsFossergrim [Fossergrim, often with a level of Bard]
Backahast ("Brook Horse") [Kelpie]
Nacken [Nixie]
Rusalka (slavic in origin) [Rusalka]
Vodyanoi (Slavic) [Vodyanoi]
Sjörå/Glaistig [Glaistig]
Sea SpiritsNokk [Nereid]
Nokken [triton]
Havmand [Merfolk]
Havsrå [Merfolk]
Selkie [Selkie]
Other Spirits and UndeadBergsrå [Oread]
Mara (ephemeral being that "rode" men in their sleep and caused nightmares and sleep paralysis) [Night Hag]
Draugr ("typical" Norse undead) [Wight or Ghoul/Ghast, ranging from basic to advanced in HD. The last step before becoming a Greater Draugr is adding the Mineral Warrior template.]
Greater Draugr (very powerful Draugr that could drain Ond, or life energy, with their gaze, and escape into the ground) [Zovvut Mineral Warrior Gravetouched Ghoul]
Haugbui ("Barrow Wights" indignant at being burglarized; not necessarily evil) [Wight or Gravetouched Ghoul templates from Savage Species/Libris Mortis]
Gjenganger [Revenant]
Vittra (Huldrefolk)
Vorthr [Wraith or Specter]
Sending [a Curst (Monsters of Faerun) created with a Bestow Curse and Create Undead spells]
Deildegast (a corporeal ghost that haunts border-stones that mark property edges, which they moved in life, can shapeshift into owls) [Jiki-Niku-Gaki (OA) - alternate form into an owl rather than an insect]
Myling (child left to die in the woods, then haunts parents/travelers) [?]
Irrbloss, Lyktgubbar or Lygtemænd [Will o' Whisp]
Finngálkin Icelandic centaur-like creature that is part man, part horse.
Magyr --ugly mermaids with webbed hands, deformed faces, double-chins, and fishy tales reported by Vikings around Greenland.
Skoffin: Icelandic analogue to basilisk (see above). It could only be killed by the sight of another of its kind in early Icelandic legend. In later versions, it was believed that a silver bullet or the sign of the cross might also kill it.
? [
Boggart]
Boggart
Small Fey (Shapechanger)
Hit Dice: 6d6+12 (33 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 22 (+1 size, +7 Dex, +4 deflection), touch 22, flat-footed 15
Base Attack/Grapple: +3/-2
Attack: Shock +11 melee touch (2d6 electricity)
Full Attack: Shock +11 melee touch (2d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Confusion, electrical bolt
Special Qualities: Deflection, invisibility, immune to electricity, low-light vision, magic immunity, tongues, unstable form
Saves: Fort +4, Ref +12, Will +8
Abilities: Str 9, Dex 25, Con 14, Int 15, Wis 16, Cha 16
Skills: Balance+20, Climb +8, Escape Artist +18, Hide +20, Jump +12, Listen +12, Move Silently +16, Tumble +20
Feats: Acrobatic, Agile, Weapon Finesse
Environment: Temperate forests and marsh
Organization: Solitary, pair, or band (3-6)
Challenge Rating: 5
Treasure: 1/10 coins, 50% goods, 50% items
Alignment: Usually chaotic evil
Advancement: 7-12 HD (Small)
Level Adjustment: --
The creature resembles a disheveled and bare-chested gnome. It wears a pair of dirty leather breeches and goes barefoot. It has wildly disarrayed fair hair, dusky skin, and large eyes.
Many scholars contend that the boggart is an immature form of the will-o'-wisp, and that seems so. The boggart shares many of the will-o'-wisp's most dreaded abilities and also can take a will-o'-wisp form briefly. Elf sages, however, contend that the boggart is a baleful fey creature that only superficially resembles the will-o'-wisp. Unlike a will-o'-wisp, a boggart has no ability to feed on emotions and wreaks havoc with other creatures for the sheer pleasure of doing so.
In its natural form, a boggart is about 2-1/2 feet tall and weighs about 15 pounds. Touching the boggart's skin triggers a harmless electrical discharge, much like a static shock. In its will-o'-wisp's form, a boggart's body is a globe of electrified gas about 1 foot across and weighing about a pound. The globe glows and sheds as much light as a hooded lantern (slightly brighter than a will-o'-wisp).
Boggarts speak Common and Sylvan, though they have a magical ability that allows them to converse haltingly with any creature that has a language.
Combat
Boggarts love to lure unsuspecting creatures to their doom. They usually employ their shape-shifting abilities to put victims off their guard before attacking. When possible, they use their confusion ability for the initial assault, then use their electrical shock attacks. If a foe proves immune to electricity, they attempt to escape, usually by assuming will-o'-wisp form and flying away.
Confusion (Su): A boggart can cause a magical confusion effect by keeping up a loud racket for 2 rounds. The boggart can sing, shout, bang pots and pans, or do anything else that makes a great deal of noise. Using this power requires 2 consecutive full-round actions. A single boggart creates a confusion effect in a 30-foot spread. Two or more boggarts can cooperate to create a bigger effect. To do so, the boggarts must be within 30 feet of each other and each boggart must make noise in the same general manner; for example, both boggarts might shout out bad poetry or both might sing. Each additional boggart that joins the effort add 10 feet to the spread radius, to a maximum radius of 80 feet. When two or more boggarts produce a confusion effect, each boggart produces a spread with the increased size.
The effect works just like the confusion spell except that it is a sonic, mind-affecting, compulsion effect. A DC 16 Will save negates the effect. If a creature is subjected to multiple boggart confusion effects at the same time, it need save only once (against the effect with the highest DC if they don't all have the same DC). The save DC is Charisma-based. Once a creature has made a successful save against any boggart's confusion effect, it cannot be affected again by any boggart's confusion effect for 24 hours. A boggart's confusion effect does not affect other boggarts.
Electrical Bolt (Ex): A boggart can produce an electrical spark that can affect a single target within 40 feet. The boggart must make a ranged touch attack to hit the target, and a hit deals 2d4 points of electricity damage. Once the boggart fires a bolt, it must wait 1d4 rounds before it can fire another.
Deflection (Su): No matter what its form, a boggart is continually surrounded by a protective field that gives it a +4 defection bonus to Armor Class (already figured into the numbers given above).
Invisibility (Su): A boggart can become invisible as a standard action. This power works just like an invisibility spell, except that it lasts for 3d4 rounds (or until the boggart attacks).
Magic Immunity (Ex): The only spells that can affect boggarts are magic circle against chaos, magic circle against evil, magic missile, maze, protection from chaos, and protection from evil. Other spells and spell-like abilities fail just as if the spellcaster had failed to overcome spell resistance.
Tongues (Su): A boggart can converse with any creature that uses language. This power works just like a tongues spell cast by a 6th-level character, except that it is always active and it allows for only basic communication (only one- and two-syllable simple words and simple syntax).
Unstable Form (Su): A boggart can assume its own form or the form of any Small or Tiny humanoid, monstrous humanoid, or fey with a humanoid form. The boggart also can assume the form of a ball of electrified gas similar to a will-o'-wisp, but less tangible. When in will-o'-wisp form, the boggart can fly at a speed of 50, with perfect maneuverability. The boggart also gains damage reduction 10/magic and becomes immune to poison and critical hits. It cannot speak or use its confusion power, but it can use its shock and electrical bolt powers. It has no Strength score, but it cannot enter water. It can, however, pass through small holes or even mere cracks.
A boggart must change form every 3d4 rounds (though it can voluntarily switch forms sooner if it wishes). If flying when forced to change form, the boggart descends 60 feet a round until it lands, and it suffers no falling damage.
The boggart does not regain any hit points for changing its form. When changing form, a boggart retains its fey types and shapechanger subtype. It gains the size of its new form, along with the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form. The boggart retains its own special qualities and does not gain any special qualities of its new form except as noted above the will-o'-wisp form. The boggart retains its own special attacks except as noted above the will-o'-wisp form. The boggart retains its own ability scores except as noted above the will-o'-wisp form. The boggart is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
DragonsSea Serpent (Jormungandr's children) [Sea Drake]
Typical Norse Dragon [Rage Drake, Spitting Felldrake, Ibrandlin (Monsters of Faerun), Brown Dragon (MoF)]
Lindworms [linoworms]
Ulfhednar/Berserker [Berserk PrC]
Woden's Hunt [Wild Hunt, MMV; or
Wild Hunter, Expedition to the Demonweb Pits]
Copied the corrected Wild Hunter stats here, in case WotC decides to start freeing up some server space...
Encounter C4: The Hunter, from pg. 41 of Expedition to the Demonweb Pits, concerns a new creature and its mount:
A massive stag bears a humanoid-shaped rider wearing dark plate armor that is pitted with rust. The rider holds a lance at the ready, and a greataxe rests on the saddle in front of it. Most strikingly, the figure’s rune-etched helm floats inches above its shoulders, obviously and disturbingly detached from its armor.
While combat stats for the wild hunter and its magaloceros were provided on pg. 49, the full write-up for this duo is now provided below.
Wild Hunter CR 9
NE Medium fey
Init +8; Senses darkvision 90 ft., low-light vision; Listen +23, Spot +23
Languages Sylvan
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AC 24, touch 13, flat-footed 19 (+3 Dex, +9 armor)
hp 110 (20 HD); DR 5/cold iron
SR 20
Fort +8, Ref +16, Will +12
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Speed 30 ft. in full plate (6 squares), base speed 40 ft., mounted speed 40 ft.; Ride-By Attack; rough charge, superior woodland stride
Melee ranseur +16/+11 (2d4+3/x3) or
Melee greataxe +16/+11 (1d12+4/x3) or
Ranged composite longbow +17/+12 (1d8+3/x3 plus 2d6 bow precision)
Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)
Base Atk +10; Grp +13
Atk Options Blind-Fight, Mounted Combat, Spirited Charge, Trample
Special Actions horn of the hunt, rough charge, selected prey
_________________________________________________________
Abilities Str 16, Dex 18, Con 14, Int 11, Wis 11, Cha 21
SA horn of the hunt, rough charge, selected prey
SQ master rider
Feats Blind-Fight, Improved Initiative, Mounted Combat, Ride-By Attack, Spirited Charge, Track, Trample
Skills Handle Animal +28, Knowledge (nature) +25, Listen +23, Ride +32, Spot +23, Survival +23 (+25 in aboveground natural environ-ments)
Advancement by character class; Favored Class fighter
Possessions+1 mithral full-plate, composite longbow (+4 Str bonus), ranseur, greataxe, masterwork hunting horn
_________________________________________________________
Bow Precision (Ex) A wild hunter is a deadly shot with its bow, dealing an additional 2d6 points of damage on every shot. Creatures immune to critical hits do not take this additional damage.
Horn of the Hunt (Su) As a standard action, a wild hunter can blow a terrifying blast upon its horn. Every creature within 60 feet, except wild hunters and their mounts, must succeed on a DC 25 Will save or be shaken for 1 minute. Creatures within 10 feet who fail their saves become frightened instead. Horn of the hunt is a sonic, mind-affecting fear effect. Whether or not the save is successful, a creature cannot be affected again by the same wild hunter’s horn for 24 hours. The save DC is Charisma-based.
Master Rider (Su) A wild hunter’s mount gains a deflection bonus to Armor Class equal to the hunter’s Charisma bonus (if any).
Rough Charge (Su) The wild hunter and its mount can charge across rough terrain and need not move in a straight line to do so.
Selected Prey (Su) Three times per day, as a swift action, the wild hunter can mark a single target within 60 feet as its prey by pointing at it. The hunter gains a +5 morale bonus on attack rolls and damage rolls against its marked target for the next 24 hours. In addition, all critical threats made against that target are automatically successful, so every threat is a critical hit. The hunter may have only one creature se-lected at a time.
Superior Woodland Stride (Su) A wild hunter and its mount can move through natural thorns, briars, overgrown areas, and similar terrain at their normal speed without taking damage or suffering other impairments. This category includes thorns, briars, and overgrown areas that are magically manipulated to impede movement.
Megaloceros (Mount) CR 6
Always N Large animal
Init +1; Senses low-light vision, scent; Listen +10, Spot +9
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AC 19, touch 15, flat-footed 18 (–1 size, +1 Dex, +5 deflection, +4 natural)
hp 102 (12 HD)
Fort +11, Ref +9, Will +4
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Speed 40 ft. (8 squares); Run
Melee gore +13 (1d8+7)
Space 10 ft.; Reach 5 ft.
Base Atk +9; Grp +18
Atk Options Powerful Charge, improved grab
Special Actions stampede, toss
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Abilities Str 20, Dex 12, Con 16, Int 2, Wis 11, Cha 8
SA improved grab, stampede, toss
Feats Alertness, Endurance, Improved Toughness, Powerful Charge, Run
Skills Hide –3, Listen +10, Spot +9
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Improved Grab (Ex) To use this ability, a megaloceros must hit an opponent of up to Medium size with a gore attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can scoop up the opponent with its antlers and toss it aside.
Stampede (Ex) A frightened herd of megaloceroses can flee as a group in a random direction (but always away from the perceived sources of danger). The creatures literally run over any Large or smaller creature that gets in their way, dealing 1d12 points of damage for each five megaloceroses in the herd (DC 21 Reflex half). The save DC is Strength-based.
Toss (Ex) A megaloceros can vigorously shake any creature caught in its horns and fling it in a random direction. Resolve the toss as a bull rush maneuver (+9 check modifier), except that it does not provoke an attack of opportunity, since the megaloceros has already grabbed its foe before trying to toss it. The megaloceros does not need to move with its foe to throw it more than 5 feet. If the tossed victim wins the opposed Strength check, it remains in its current square, suffers no ill effects, and is no longer grappled. A tossed victim takes impact damage on landing as if it had fallen a distance equal to the distance it was tossed.
The wild hunter delights in hunting and killing—the more dangerous the prey, the more thrilling it is to chase. Each hunter rides a mount suitable for its environment, such as a megaloceros.
STRATEGIES AND TACTICS
The wild hunter initiates combat by blowing his horn. Then he selects a target, marks it, and attacks it with enthusiasm. In general order of preference, a wild hunter chooses mounted opponents, lightly armored and fast-moving prey, or a foe that has significantly injured him as a target. While the hunter prefers to pursue prey he has marked, he doesn’t take wild risks to get at it.
The wild hunter takes full advantage of his mount’s abilities and his own riding skills. In general, he feels no affection for his mount, considering it just another piece of equipment to be used as needed. Thus, although the hunter makes rea-sonable efforts to preserve his mount, he is nonetheless willing to place it in danger.
SAMPLE ENCOUNTER
A wild hunter is usually encountered alone on a mount. On rare occasions, a hunting group forms to chase down excep-tional prey.
Lone Hunter (EL 10): The typical wild hunter encounter is just one hunter mounted on an advanced 12-HD megaloceros.
Flying Hunt (EL 12): Two wild hunters mounted on griffons provide an interesting three-dimensional encounter.
ECOLOGY
Like certain other kinds of fey, wild hunters have only one gender—male in this case. Formed from the primal energies sparking between hunter and prey, they don’t have a regular life cycle of conception, birth, life, and death. Wild hunters come into being fully formed in the Wilderness of the Beastlands. They neither age nor breed, and they live until slain.
Environment: Wild hunters are native to the Wilderness of the Beastlands and can be found on any of the three layers of that plane. Although they have no planar travel abilities of their own, wild hunters sometimes join other fey or outsid-ers for planar travel to locations that promise good hunting. When encountered outside the Beastlands, they have the ex-traplanar subtype.
Typical Physical Characteristics: A wild hunter appears as a male humanoid about 7 feet tall, weighing approxi-mately 180 pounds. It wears dark, pitted armor and is usually mounted. Its helmet floats a few inches above its shoulders but appears completely vacant.
WILD HUNTER LORE
Characters with ranks in Knowledge (nature) can learn more about wild hunters. When a character makes a skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (the Planes)
DC Result
19 The rider is a fey creature mounted on a tough but otherwise ordinary animal. Both can see in low light.
24 Wild hunters are native to the Beastlands. Like other fey, they can be harmed only by cold iron. Their abilities focus on mounted combat.
29 A wild hunter can gain bonuses on attack rolls against a given target by marking it. The sound of his hunting horn inspires terror in nearby foes, and normal and magical terrain does not impede him.
SOCIETY
Wild hunters are not people as much as forces of nature. They live to hunt, and the excitement of the chase and the thrill of the kill nourish and sustain them. They have no other motivations or passions.
A wild hunter uses his natural ability to handle animals to acquire a mount and upgrade it to superior mount whenever the opportunity presents itself.
Alignment: A wild hunter always has a neutral aspect to his alignment. Thus, an individual wild hunter can be lawful neutral, neutral good, neutral evil, chaotic neutral, or simply neutral.
TYPICAL TREASURE
Wild hunters don’t accumulate wealth. Each has one or two items of value—usually a high-quality weapon and/or suit of armor. This treasure is typically worth double the standard value for the wild hunter’s Challenge Rating.
WILD HUNTERS WITH CLASS LEVELS
Most wild hunters have little ambition beyond the immediacy of the hunt and the chase. Those that devote themselves to a class choose the path of fighter (their favored class), though some become barbarians instead. Few become rangers, since that class does not add much to their innate abilities.
WILD HUNTERS IN EBERRON
Native to Thelanis, the Faerie Court, wild hunters participate in court life, serving fey nobles as guards or simply enforcers. But most find Thelanis too quiet for their natural inclinations, so they travel to other coterminous planes. One legend tells of a band of wild hunters that prowls Shavarath, preying upon unwary travelers or stragglers from the armies massed there.
WILD HUNTERS IN FAERÛN
In the Forgotten Realms Campaign Setting, wild hunters are native to the Material Plane. They inhabit the less-populated areas of Toril where other fey dwell and spend their time avenging wrongs done to fey creatures. For example, they might hunt down the woodcutter who chopped down the dryad’s tree, or the adventurer who squashed the pixie for pulling one too many jokes. The philosophies and religious rites of the wild hunters blend the worship of Silvanus and Hoar in strange ways, revering nature while seeking retribution for harm inflicted on it. In addition to their normal weap-ons, a Faerûnian wild hunter carries two or three javelins of lightning.
Also, from D&D specific stuff:
Bhur Hag (Likely some cross-breeding of a [Ice?] Troll with a Spriggan)
Shrieking Hag
Telthor
Thommil
Orglash