Dungeons and Dragons Hoary Hunter 3.5 PBP RPG

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Hoary Hunter

Hoary Hunter

Hoary Steed

Medium Fey (Cold)

Large Magical Beast (Cold)

Hit Dice:

46d6+598 (759 hp)

12d10+36 (102 hp)

Initiative:

+19 (+11 Dex, +8 Superior Initiative)

+8 (+4 Dex, +4 Improved Initiative)

Speed:

30 ft.

40 ft., fly 90 ft. (good)

Armor Class:

46 (+11 Dex, +15 insight, +10 natural), touch 36, flat-footed 35

23 (-1 size, +4 Dex, +10 natural), touch 13, flat-footed 19

Base Attack/

Grapple:

+23/+37

+12/+22

Attack:

+6 keen longsword of binding +46 (1d8+27/17-20 plus 1d6 plus binding) melee

Hoof +17 (3d6+6) melee

Full Attack:

+6 keen longsword of binding +46/+41/+36/+31 (1d8+27/17-20 plus 1d6 plus binding) melee

2 hooves +17 (3d6+6) melee, bite +15 (5d8+3) melee

Space/Reach:

5 ft./5 ft.

10 ft./5 ft.

Special Attacks:

Spell-like abilities

Special Qualities:

Cold immunity, fire vulnerability, spell resistance 36, damage reduction 10/epic and cold iron

Cold immunity, fire vulnerability, air walk, astral projection and etherealness, magic circle against good, misty breath, spell resistance 20, damage reduction 5/magic and cold iron, immunities

Saves:

Fort +28, Ref +36, Will +31

Fort +11, Ref +12, Will +5

Abilities:

Str 38, Dex 33, Con 36, Int 21, Wis 23, Cha 26

Str 22, Dex 18, Con 17, Int 6, Wis 13, Cha 14

Skills:

Diplomacy +14, Hide +60, Intimidate +57, Knowledge (geography, nature) +54, Listen +55, Move Silently +60, Ride +60, Search +54, Sense Motive +55, Spot +55, Survival +55

Jump +10, Listen +8, Spot +13

Feats:

Blind-Fight, Cleave, Great Cleave, Improved Critical (longsword), Improved Initiative, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Track, Trample, Weapon Focus (longsword)

Alertness, Endurance, Flyby Attack, Improved Initiative, Multiattack

Epic Feats:

Dire Charge, Epic Weapon Focus (longsword), Overwhelming Critical (longsword), Superior Initiative

Environment:

Any cold

Any cold

Organization:

Solitary or company (2-5)

Solitary (with rider)

Challenge Rating:

25

9

Treasure:

None

None

Alignment:

Always neutral evil

Always neutral evil

Advancement:

47+ HD (Medium)

13-24 HD (Large); 25-36 HD (Huge)

A hoary hunter's natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat

A critical hit (or the blow that would kill or render a foe unconscious) from the hoary hunter's blade does not wound the hunter's prey. Instead, the victim is bodily transported as per a soul binding spell heightened to 16th level (DC 30) into a diamond at the end of the sword's hilt.

Spell-Like Abilities: At will-discern location, true strike, fog cloud, hold monster, plane shift; 3/day-dimensional anchor, dominate monster, greater dispel magic; 1/day-mage's disjunction, contingent recall and resurrection*. Caster level 23rd; save DC 18 + spell level. *Contingent recall and resurrection is a variation on an epic spell. When slain, the hoary hunter is actually transported, with its mount, back to the fey realm, where it is resurrected. The only way to truly slay the hoary hunter is to defeat it in its home realm after this epic spell has been exhausted for the day.


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On the surface it looks like a fund twist on the original risk - now with 2 possible victory conditions. However, I feared what you mentioned, that the evil forces are too strong. The only time I played this, the ring was discovered very early on in the game; we had spent as much time reading the rules as playing the game. So we gave up on it, even though that had just been an unlikely roll and outcome.

I find that the alternative War of the Ring is more balanced and retains more flavour from the books, while still being a strategy game. More complex than Risk though, a lot of rule-finding involved.

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