Fey Hunt Hound

With Hardcore Season 6, subtitled "A Most Dangerous Game", a new threat was introduced: Fey Hunt Hounds. True to the season's theme*, these monsters "hunt" a party member. (source: DDO Forums)


 * (* This classic short story describes a veteran big-game hunter who unwillingly becomes "prey" to a similar hunter. The two end up hunting each other, to the death.)

Despite the name, they are not "Fey" creatures, but are confirmed* as:


 * Type: Magical Beast
 * Race: Wolf
 * None of the Fey Hunt Hounds are in the Monster Manual.


 * (* They have been found "trapped" in a net at the end of Protect Baudry's Interests, and /examined at leisure.)

Types
Several different subtypes of Fey Hunt Hounds have been observed and reported. Each subtype does an appropriate type of damage to its target, and a related debuff (see below) to all nearby characters:


 * Fey Brilliant Hunt Hound - Electric/Light
 * Fey Caustic Hunt Hound - Acid
 * Fey Decay Hunt Hound - Poison/Rust
 * Fey Fire Hunt Hound - Fire
 * Fey Frost Hunt Hound - Cold
 * Fey Kinetic Hunt Hound - Force

They also do standard "wolf" damage types of slashing (claw) and piercing (bite).

Effective Level
"The Hounds are (Current Quest Level +2). So +2 over base on Normal, +4 over base on Elite/Reaper (because Elite is +2 above base).
 * (Example: Korthos has CR3 Hounds on Normal, CR5 Hounds on Elite)"
 * Source: Steelstar (developer)
 * See also: Challenge rating

Reported behavior

 * Disclaimer: At the time of this edit, Hardcore Season 6 has been running for just over 24 hours. The information below has been gathered from individual and group observations, and theories based on those observations. Some details may be changed or (dis)proved in days to come.

Hounds can appear in both quests and wilderness areas, including the Solo quests in The Harbor, starting at Level 1.* There is a "howl" that all can hear that announces their imminent arrival. Some time later (observed as short as ~5 seconds before the Hound appears, but perhaps occasionally also much longer?) a random(?)** party member becomes "hunted". For a second or three there is a blue arrow pointing down at the target, and they receives a debuff "Target of the Hunt", visible in their de/buff bar at the top of the screen.


 * (* This includes previously "non-combat" quests such as Baudry 1 & 2, etc. It appears nowhere is safe, with the sole exception of the introductory quest The Grotto.)
 * (** Several times, the "last" party member was observed to be targeted, i.e. someone who had fallen behind the main group or started late - but it's not clear if that was a factor in the target selection.)

It seems there is a timer (~5 minutes?) before the first appears (so quick quests may never see a Hound unless characters are delayed or wait after finishing). Hounds spawn up out of the ground. They appear "on the trail" of their target, i.e. where that target has been* (or where they currently are if they have stopped long enough as the hunt starts).


 * (* They have been observed "waiting" (for an unknown time, but at least a minute) outside a Wilderness quest entrance where party members have entered.)

Hunting Hounds are strong and tough*, but they are not particularly fast - they can be kited fairly easily (observed w/ standard +25% run boost from Anger's Step). However, they will teleport to their target if it is "too far" away, similar to some Reapers. (Note - when they do t-port, there is a short "pause" before they become active again, allowing the target to gain some small distance on the Hound before it attacks/chases again.) As a result, characters using a ranged weapon or spells will have a much easier time of things than a melee character.


 * (* At Quest Level 2, a CR 4 Hound was observed to have close to 200 hit points; at QL 4, close to 400.)

It's very possible to have Champion Hounds, even in areas that normally don't allow champions (e.g., quests below effective level 5), which only makes them worse (red named cannot be crowd-controled, etc.) Unlike normal monster champions, this starts in Level 1 quests (level 1 on Normal). Champion Hounds can drop s (rem chests have not (yet?) been reported).

It's possible to pull the aggro off the original target. Hirelings and pets can do this as well.

Any party member can also receive an appropriate "elemental" debuff, stack of "X Vulnerability, +20% damage" - and it stacks 20x! Using a rest shrine clears all stacks.

Estimated cooldown between hunts is ~5-10 minutes (unconfirmed). Finishing a quest does not stop this timer. It's 100% confirmed that Hounds can spawn after a quest is "finished". Do not dawdle at the end chest - get your loot and get out!

Suggested Tactics

 * Stay with the herd - er, stay with the group! Strength in numbers. Do not zerg ahead, and definitely do not fall behind or go off on your own!


 * Apparently(?), these things do not scale with party size - do not solo, try to quest only with a (nearly) full party. (It's been reported (unconfirmed as of July 28) that they do scale with quest difficulty.)


 * Going afk or multiboxing can be extremely hazardous.


 * There appears to be a timer for the first appearance, based on when the first part member enters a quest or wilderness. Try to enter together. Entering early invites an earlier spawn, entering late can mean you are "on your own" as you try to catch up (and having the bad luck to enter at the moment a spawn occurs means it's possible to enter as a Hound begins to hunt you!).


 * Keep your head on a swivel - keep looking behind the group, anywhere you've been, especially right after you hear the Howl.


 * Treat the hound as any dangerous Champion or Reaper - kill it first!


 * If you hear a howl, let the party know. If you are Hunted, let the party know!


 * If you observe party members who do not "help" Hunted members - it's your call what action to take, but consider your options.


 * If your build starts off weak at Level 1 (or you just want to get stronger before risking hounds), you can do the quick Solo quests in The Harbor. If you dawdle, a Hound can spawn in those Solo quests, but if you do the quest efficiently it seems you're out before that can trigger. You can easily get Level 2 this way (with just a little repetition), and it's possible to get 3 (with a lot more).


 * If you are not in a party, bring a hireling wherever you go. A Cleric is an especially good idea, as they can both help you survive a Hound's attacks and will last longer than most hirelings if they become the target.


 * Hounds are confused by water, and will not follow players into it. If the water is shallow enough to stand in, this will allow you to safely eliminate them with ranged weapons or spells.


 * The Hunt timer keeps ticking after a quest is finished. Do not stop to organize your pack. Get your loot and get out!


 * If someone joins the group late and the quest is in a wilderness, give the star to the late comer so that they can reset the wilderness since the timer is still running from when the first person entered the wilderness.

Good luck!


 * See also: DDO Forums