Undead CR 9

The Count's Huntsman

Stat block

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.

ACHPSpeedCRXP
17165 (22d8+66)40 ft95000
STRDEXCONINTWISCHA
16 (+3)20 (+5)16 (+3)12 (+1)16 (+3)14 (+2)
  • Saving throws: DEX +9, WIS +7
  • Skills: Perception +7, Stealth +9, Survival +11
  • Resistant: necrotic
  • Immune: poison
  • Condition immunities: charmed, exhaustion, frightened, poisoned
  • Senses: darkvision 120 ft; passive Perception 17
  • Languages: Common

Traits

  • 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.
  • Hunting Spear. Hit: 10 (1d10 + 5) Piercing damage plus 9 (2d8) Necrotic damage.
  • 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.

Where you meet it