Huntsmen were a creation of Lewis Pulsipher, a prolific contributor to both Dragon and White Dwarf magazines. Pulsipher had several monsters in the original Fiend Folio, including the giant bat and the Elemental Princes of Evil. Pulsipher continues to work on boardgame design. His huntsmen appeared in the “Dragon’s Bestiary” column in Dragon magazine No. 40 (August 1980). They appear to be based on the Huntsmen of Annuvin from Lloyd Alexander’s Chronicles of Prydain.
This humanoid creature is sickly grey-green in color, with pointed ears and four-fingered hands.

Huntsman illustration copyright © 1980. Used without permission.
Always NE Medium construct
Init +0; Senses darkvision 60 ft.; low-light vision; Listen +1, Spot +7
AC 13, touch 10, flat-footed 13
(+3 armor)
hp 25 (1 HD)
Fort +0, Ref +0, Will +1
Defensive Abilities construct traits
Spd 40 ft.
Melee battleaxe +0 (1d8/x3)
Ranged longbow +0 (1d8/x3)
Special Attacks huntsman bond
During Combat Huntsmen usually cluster together in order to take advantage of their huntsman bond ability. If possible, they prefer to fight one-at-a-time in areas such as ravines or narrow corridors.
Morale Huntsmen always attack until destroyed.
Str 10, Dex 11, Con –, Int 8, Wis 12, Cha 9
Base Atk +0; Grp +0
Feats Track
Skills Move Silently +5, Spot +7
SQ improved tracking
Gear studded leather armor, battleaxe, longbow with 40 arrows
Environment any
Organization band (3–12)
Treasure none
Advancement –
Huntsman Bond (Su) Individually, these constructs are very weak, but collectively this ability increases the strength of survivors when one or more of their comrades is killed. Whenever a huntsman is destroyed, all surviving huntsmen within 30 feet gain 5 temporary hp and a +1 bonus to all attack rolls and saving throws. These bonuses stack and last 24 hours.
Improved Tracking (Ex) A huntsman is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature’s passage.
Skills Huntsmen have a +4 racial bonus on Move Silently and Spot checks. The skill modifiers given in the statistics block include a -1 armor check penalty for wearing studded leather armor.
Huntsmen are constructs of human size and shape; they are made out of a vaguely organic material. Huntsmen usually work for some evil master, commonly a wizard, as guards or members of a patrol. Unlike most constructs, huntsmen have an Intelligence score and can think, learn, and remember. They cannot speak but communicate with their creator by pantomime, though they understand any verbal commands given by their creator. Huntsmen will not obey any master who attempts to harm them for any reason.
Huntsmen are created in large, noisome, liquid-filled vats. The creator must gather the following materials for each huntsman: two pints troll’s blood, entrails of two bugbears, ichor of invisible stalker, 50 pounds of clay, and five gallons of water. The materials cost 200 gp. The manufacturing process takes two weeks, but needs only three days of attention from the creator. As many as four huntsmen may be created at the same time in the same vat if a sufficient amount of materials and a sufficiently large vat are used. Creating a huntsman requires a DC 15 Craft (alchemy) check.
CL 9th; Craft Construct, Craft Wondrous Item, mending, animal growth, shatter, charm monster; caster must be evil; Price 3,000 gp; Cost 1,400 gp + 112 XP.