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, and then the two begin to hunt each other, to the death of one or the other.)

Types
Several different types of Fey Hunt Hounds have been observed and reported. Each does an appropriate type of damage to its target.


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

Despite the name, it has not been confirmed that Hunt Hounds are "Fey" creatures. It has been suggested that Hunt Hounds are "magical animals", but this has not been confirmed.

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.* It seems there is a timer (~5 minutes?) before the first appears. 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.)

There is a howl that all can hear. A short time later (tbd, est 10-15 sec?) a random(?)* party member becomes "hunted". For a second or three there is a blue arrow pointing down at the target, and they receive a debuff "Target of the Hunt", visible in their de/buff bar at the top of the screen.


 * (* Several times, the "last" party member was observed to be targeted, someone who had fallen behind the main group - but it's not clear if that was a factor in the target selection.)

Hounds spawn up out of the ground. They appear "on the trail" of their target, i.e. where they have been* (or where they currently are if they have stopped long enough as the hunt starts). (The only places that appear to be exempt from a Hound attack are The Grotto.)


 * (* 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.)

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!

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).


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

Good luck!