The master of the count's hounds, four hundred years dead: a long grey man in a hunting coat gone black with weather, with a horn, a boar spear and a quiver of black arrows. He runs down whoever the count gives him, and every quarry he runs down becomes one of his hounds.
Legendary Resistance (2/Day). When the Huntsman fails a saving throw, he can choose to succeed instead, twice a day.
The Rules of the Hunt. The Huntsman sounds his horn on three nights before he runs a quarry down, and the hunt ends under the crossroads gallows at moonrise. A quarry who stands there and beats him in a fair fight ends the hunt for good: the count's own rule, made because he thought it could never be kept.
Actions
Multiattack. The Huntsman makes two attacks, using Hunting Spear or Black Arrow in any combination.
Black Arrow. Hit: 9 (1d8 + 5) Piercing damage plus 9 (2d8) Necrotic damage.
Horn of the Hunt. The Huntsman sounds his horn. Each creature within 60 feet of him that isn't an Undead or a Beast makes a DC 16 Wisdom saving throw. Failure: the target has the Frightened condition until the end of the Huntsman's next turn.