b'Master of the Hunt \n'b'  Medium   fey ,  chaotic neutral  \n'b'  Armor Class  18 (+2 studded leather)  Hit Points  97 (15d8 + 30)  Speed  40 ft.\n'b' STATS STR: 18 (+4) DEX:  19 (+4)  CON:  15 (+2)  INT:  12 (+1)  WIS:  18 (+4)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength  +7,  Dexterity  +7,  Wisdom  +7  Skills   Animal Handling  +7,  Athletics  +7,  Perception  +7,  Stealth  +7  Senses  passive  Perception  17  Languages  Sylvan, Elvish  Challenge  9 (5,000 XP) \n'b' Special Traits \n'b'   Feral Senses . The master has preternatural senses that help him fight creatures he can\xe2\x80\x99t see. He doesn\xe2\x80\x99t fight at disadvantage against a creature he can\xe2\x80\x99t see. The master is also aware of the location of any invisible creature within 30 ft. of him, provided the creature isn\xe2\x80\x99t hidden from him and he isn\xe2\x80\x99t  blinded  or deafened. \n'b'  Innate Spellcasting . The master\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 15). The master can innately cast the following spells, requiring no components.\n'b'\n'b'   At will : druidcraft, hunter\xe2\x80\x99s mark,  pass without trace  \n'b'  3/day :  charm person ,  fog cloud ,  mirror image ,  sleep  \n'b'  1/day :  detect thoughts ,  dispel magic  \n'b'\n'b'  Magic Resistance . The master has advantage on saving throws against spells and other magical effects. \n'b'  Speak with Beasts and Plants . The master can communicate with beasts and plants as if they shared a language. \n'b'  Actions \n'b'   Multiattack . The master makes three attacks. \n'b'  Longsword .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 9 (1d10 + 4) slashing damage. \n'b'  Longbow .  Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target.  Hit : 8 (1d8 + 4) piercing damage. \n'b'  Ethereal Stride . The master magically enters the Ethereal Plane from the Material Plane, or vice versa. \n'b'  Wild Leadership (Recharges after a Short or Long Rest) . For 1 minute, the master can utter a special command or warning whenever a member of the Wild Hunt that it can see within 30 feet of it makes an  attack  roll or saving throw. The creature can add d4 to its roll provided it can hear and understand the master. A creature can benefit from only one Leadership die at a time. This effect ends if the master is incapacitated. \n'b'  Reactions \n'b'   Uncanny Dodge . When an attacker that the master can see hits him with an  attack , he can use his  reaction  to halve the  attack\xe2\x80\x99s  damage against him. \n'b'  About \n'b' The sound of hooves echoes through the forest and everyone knows the Wild Hunt has arrived. Eight wild riders and several hounds make up the legendary hunting party. The Master of the Hunt is the leader of this group of hunters in wild pursuit. \n'b' Eight wild riders riding wild horses and wild hounds charge forward with the group. A loud roar and the sound of intense winds sound as the wild hunt passes by. \n'b'  Leading the Charge . Their prey is chosen before they embark on the hunt. They are not part of the Seelie or Unseelie Court but do hunt for them at times.'