Hircine
The Huntsman, Father of Manbeasts, Lord of the Great Hunt
Huge fey (daedric), neutral evil
Lore & Background
The Huntsman Beyond the Veil
Hircine is a primal, ancient power that exists between the boundaries of the Feywild and the Spirit Wilds. He is not a god by mortal definition—he is a Hunt given form, an embodiment of predatory instinct, the thrill of pursuit, and the sacred exchange between predator and prey. Druids debate whether he was once a powerful archfey who transcended his nature, or whether he is as old as the first heartbeat of the first beast.
The Hunting Grounds
Hircine’s realm is a vast ever-shifting demiplane known as the Hunting Grounds, where forests stretch endlessly and prey is reborn each dawn to run again. The realm is a paradise for hunters and a nightmare for hunted.
Time is fluid there—mortals may spend a year inside only to return a day later, or vice versa. Magic that enhances beasts or tracking is empowered, and celestial or fiendish forces find their influence diminished.
Lord of Lycanthropes
All lycanthropy—curses, blessings, and bloodlines—ultimately trace back to Hircine. He does not distinguish between monster and manbeast; what matters is a creature’s skill, ferocity, and respect for the Hunt. Lycanthropes who honor him gain mastery over their changes. Those who resist him often fall to uncontrollable bloodlust.
Why Hircine Walks the Mortal World
Hircine rarely manifests physically, but when he does, it is for one of three reasons:
To initiate a Great Hunt—a ritual event where chosen prey must be hunted through wild lands.
To claim or bless a champion, usually a lycanthrope of exceptional renown.
To reclaim a stolen artifact, especially those forged from his own essence.
His presence twists natural spaces—predators grow bolder, the moon brightens, and thick antlered shadows stretch across the woods.
HIRICINE — STAT BLOCK
Below is a complete 5e stat block built to match CR 24–25 mythic enemies like Krake, Zariel, or Orcus in power level.
Hircine’s avatar can be used as a CR 25 boss with a Mythic Phase 2 triggered at 0 HP.
### Hircine
Huge fey (daedric), neutral evil
Armor Class 22 (natural armor)
Hit Points 430 (30d12 + 240)
Speed 50 ft.
STR 28 (+9)
DEX 20 (+5)
CON 26 (+8)
INT 18 (+4)
WIS 22 (+6)
CHA 24 (+7)
Saving Throws Dex +13, Con +16, Wis +14, Cha +15
Skills Athletics +17, Perception +18, Survival +18, Intimidation +15
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 28
Languages Sylvan, All Beast Tongues, telepathy 120 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
TRAITS
Avatar of the Hunt
Hircine can see the exact location of any creature he has Marked as Prey, ignoring invisibility and illusions. Attacks against his marked prey have advantage.
Master of Manbeasts
All lycanthropes within 300 ft. of Hircine automatically enter hybrid form and gain temporary hit points equal to his Charisma modifier × 5.
Regeneration
Hircine regains 20 hit points at the start of his turn unless he took radiant damage since his last turn.
Legendary Resistance (3/day)
If Hircine fails a saving throw, he can choose to succeed instead.
ACTIONS
Multiattack
Hircine makes three attacks: one with his Hunting Spear and two with his Claws.
Hunting Spear
Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 26 (3d10 + 9) piercing damage plus 14 (4d6) force damage.
If the target is moving on its turn, it takes an additional 10 (3d6) damage.
Claws
Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 23 (3d8 + 9) slashing damage.
If the target fails a DC 20 Constitution saving throw, they are cursed with lycanthropy (GM chooses form).
Summon Huntsman (Recharge 5–6)
Hircine summons 1d3 Huntsman Champions or 2d6 Daedric Hounds. They appear in unoccupied spaces within 60 ft.
Mark Prey (Recharges after a Short or Long Rest)
Hircine magically marks a creature he can see within 120 ft.
For 24 hours (or until Hircine ends it):
Hircine’s attacks have advantage against the target
All beasts and lycanthropes gain advantage to track the target
The target cannot hide from Hircine
A remove curse spell does not end this effect.
LEGENDARY ACTIONS (3 per round)
Move
Hircine moves up to his speed without provoking opportunity attacks.
Snaring Strike
Ranged Spell Attack, 120 ft., +15 to hit.
Hit: 22 (4d10) force damage and the target is restrained until the start of Hircine’s next turn.
Call of the Wild (Costs 3 Actions)
All beasts and lycanthropes within 300 ft. may immediately move up to half their speed and make one attack.
MYTHIC TRAIT — Aspect of the Great Hunt
When Hircine is reduced to 0 hit points, he transforms instead of dying.
He restores 250 hit points, gains advantage on all attacks, and the following effects occur:
The battlefield becomes part of the Hunting Grounds
Difficult terrain becomes normal
Nonmagical difficult terrain becomes difficult again
All enemies must succeed on a DC 22 Wisdom save or become Frightened for 1 minute
Hircine’s Mythic Actions become available.
MYTHIC ACTIONS
Antler Charge (Costs 2 Actions)
Hircine charges up to 40 ft. and makes a gore attack:
Hit: 36 (4d12 + 9) piercing damage and the target is knocked prone.
Huntmaster’s Howl (Costs 3 Actions)
All creatures of Hircine’s choice within 120 ft. must succeed on a DC 22 Wisdom save or suffer:
Disadvantage on attacks
Speed reduced by 10 ft.
Vulnerability to piercing damage
Lasts 1 minute. Repeat save at end of turn.
LAIR ACTIONS (Optional)
If the fight occurs in the Hunting Grounds or a sacred circle:
Summon spectral hounds
Terrain shifts—thickets appear or vanish
Echoing howls impose Wisdom saves or fear
(Happy to build full lair table if you want!)
REGIONAL EFFECTS
Within 6 miles of where Hircine walks:
Predators become unnaturally bold
The moon shines brighter
Tracks never fade
Lycanthropes transform involuntarily on a failed DC 18 Wisdom save
Ending the curse requires slaying the avatar or completing a Great Hunt.
Hircine: The Lord of the Hunt
Alignment: Neutral Evil (though some interpret him as Chaotic Neutral)
Domains: Nature, Blood, Beast, Competition
Symbol: A stylized antlered skull
Titles: The Huntsman, Father of Manbeasts, Master of the Great Hunt
Core Concept
Hircine is a primal deity-like entity who embodies the thrill of the hunt, the dominance of predator over prey, and the cycle of life and death through pursuit. Unlike gods who seek worship for power, Hircine desires participation in his eternal game—the Hunt. His followers believe that life’s greatest honor is to become prey in his Great Hunt or to serve as his hounds.
Personality and Goals
The Eternal Hunt: Hircine’s realm is an endless wilderness where his chosen prey runs, and his hounds pursue. He values skill, cunning, and strength above morality.
Manbeasts: He is the patron of lycanthropy. Werewolves, wereboars, and other shapechangers often claim his blessing.
Challenge and Sport: Hircine does not kill for sustenance but for sport. He respects prey that fights back and despises cowardice.
Realm in the Planes
The Hunting Grounds: A sprawling, ever-shifting wilderness in the Feywild or a unique demiplane. It is filled with colossal beasts, endless forests, and skies that never darken. Those who die here are reborn to hunt again, eternally.
Planar Traits:
Time flows strangely; hunters and prey may spend centuries without aging.
Magic tied to nature and transformation is amplified.
Followers and Cults
Who Worships Hircine?
Lycanthropes seeking favor or control over their curse.
Hunters who see the hunt as sacred.
Druids and rangers who embrace predatory aspects of nature.
Rituals:
Blood offerings during the full moon.
Hunts where the prey is given a head start before being pursued.
Boons:
Blessings of enhanced senses, speed, and strength.
The ability to shapeshift into beast forms (often temporary).
Artifacts and Relics
Spear of the Hunter: A weapon that always returns when thrown and deals extra damage to fleeing targets.
Ring of the Beast: Grants lycanthropy or amplifies existing shapeshifting abilities.
Mantle of the Stag: A cloak that allows the wearer to teleport short distances in forests.
The Great Hunt (Adventure Hook)
Once every century, Hircine calls mortals into his Hunting Grounds for a grand contest. Participants may be hunters or prey, chosen without consent. The prize? A boon from Hircine—or eternal servitude as one of his hounds.
Possible Campaign Ideas:
PCs are marked as prey in the Great Hunt and must survive against supernatural hunters.
A cult seeks to summon Hircine’s avatar during a blood moon, threatening to unleash lycanthropy across the land.
A legendary artifact tied to Hircine appears, and factions fight to claim it.
# The Huntsman’s Call: A D&D 5e Supplement Inspired by Hircine
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## 1. Lore & Cosmology
### Hircine: The Lord of the Hunt
Hircine is the Daedric Prince of the Hunt, the Beast, and the Chase. He rules over the Hunting Grounds, a vast wilderness where predator and prey engage in eternal pursuit. Unlike gods who demand worship for power, Hircine seeks participation in his Great Hunt. His followers believe that life’s greatest honor is to become prey or hunter in his eternal game.
Titles: The Huntsman, Father of Manbeasts, Master of the Great Hunt
Alignment: Neutral Evil (sometimes Chaotic Neutral)
Domains: Nature, Blood, Beast, Competition
Symbol: Antlered skull
### The Hunting Grounds
A sprawling demiplane of endless forests, colossal beasts, and skies that never darken. Time flows strangely; hunters and prey may spend centuries without aging. Magic tied to nature and transformation is amplified.
---
## 2. Character Options
### Warlock Patron: The Huntsman
Expanded Spell List:
- 1st: Hunter’s Mark, Speak with Animals
- 2nd: Pass without Trace, Enhance Ability
- 3rd: Conjure Animals, Fear
- 4th: Freedom of Movement, Locate Creature
- 5th: Commune with Nature, Swift Quiver
Features:
- Level 1: Hunter’s Blessing – Gain proficiency in Survival and Perception; advantage on checks to track.
- Level 6: Beast’s Gift – Transform into a wolf or dire wolf once per long rest.
- Level 10: Marked Prey – Bonus action to mark a creature; gain advantage on attacks against it.
- Level 14: Avatar of the Hunt – Gain lycanthropic form for 1 minute (advantage on Strength checks, resistance to nonmagical damage).
### Druid Circle: Circle of the Predator
- Emphasizes shapeshifting into predatory beasts.
- Features include enhanced Wild Shape for wolves, bears, and big cats; bonus damage when attacking marked prey.
### Ranger Archetype: Master of the Hunt
- Gain supernatural tracking abilities.
- Summon spectral hounds at higher levels.
---
## 3. Lycanthropy Rules Expansion
- Controlled Lycanthropy: Characters can embrace the curse for boons (advantage on Perception, speed boost) but risk losing control during blood moons.
---
## 4. Magic Items & Artifacts
- Spear of the Hunter: Returns when thrown; extra damage to fleeing targets.
- Ring of the Beast: Grants lycanthropy or amplifies shapeshifting.
- Mantle of the Stag: Teleport short distances in forests.
---
## 5. Monsters & NPCs
### Hircine’s Avatar (CR 25)
Type: Fiend
HP: 450
AC: 22
Abilities: Legendary Actions, Shapechange, Summon Hounds, Great Hunt Aura.
### Huntsman Champion (CR 12)
Elite warrior blessed by Hircine.
### Daedric Hound (CR 5)
Fiendish wolf with pack tactics and planar tracking.
---
## 6. Adventure Module: The Great Hunt
Level Range: 8–14
Premise: PCs are chosen as prey in Hircine’s Great Hunt. They must survive in the Hunting Grounds, facing supernatural hunters and beasts.
Hooks:
- A blood moon ritual summons Hircine’s avatar.
- A cursed artifact (Ring of the Beast) appears in the mortal realm.
Encounters:
- Survival challenges in the Hunting Grounds.
- Boss fight against a Huntsman Champion.
- Final confrontation with Hircine’s Avatar.
Rewards:
- Boons of the Hunt (temporary lycanthropy, magic items).
---
## Appendix: Optional Rules
- Blood Moon Madness: Lycanthropes risk losing control during full moons.
- Hunting Grounds Travel: Special planar traits and survival mechanics.
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