Wild Hunt (Grimm)

"This one is not like the others. When it was first made, it had a mind of its own. It was capable of thinking. Not to the point where it could be called an Elder Grimm, but close enough. Yet even so, not even I could predict what it could become."

- Salem The Wild Hunt is a Grimm that commands the pack of the same name. Initially meant to be made an Apathy from the Spawning Pools from the God of Darkness, the Wild Hunt developed a form of sentience when it was born. In later years, it matured and grew to become one of the most dangerous Grimm in Remnant, to the point where veteran Huntsmen fear it.

Appearance
Beneath the decorated armor, its appearance is very similar to the Apathy. However, whereas the Apathy were shown to be emaciated and twig-like, the Wild Hunt has large muscles, akin to the average adult male. It has a white skull-like mask. The horns are actually decorative pieces apart of the armor.

The Grimm wears armor, something considered almost unheard of by Huntsmen. Steel plated with thin spikes covering its plates, including a large cloak that shrouds it. It also wields a large broadsword with a serrated edge. The Wild Hunt also sports blue flames from its body - a chemical reaction producted by the armor for intimidation purposes.

Personality
The Wild Hunt is one of the most intelligent Grimm in all of Remnant, in no small part due to its age. It has existed for years, to the point where modern day Huntsmen know of it, and rightfully fear it. Due to its age, it boasts extreme intelligence found commonly in humans. It is capable of studying its foes: learning their motivations, what makes them tick, what drives them to fight. More horrifying: it knows how to wage war.

There are countless accounts of the Wild Hunt leading a pack of Grimm onto many settlements. Even those with Huntsmen stationed there. However, uncharacteristically of Grimm, the Wild Hunt doesn't actively seek out humans to kill. It only targets individuals it wishes to hunt. Those that have caught its interests.

To put simply, it lives up to its name and seeks only to hunt those it deems worthy.

History
The exact date in which the Wild Hunt first appeared is unknown. It was originally meant to be born as an Apathy Grimm, but resulted in a Grimm that could think for itself. It couldn't think to the point of an Elder Grimm, but was very close. It hunted in large packs and overran settlements, but as it grew older, it began to strike out on its own. It then began to learn how to hunt humans more effectively: from their language to their weapons and defenses. Before long, the Wild Hunt was studying how Huntsmen combated their kind.

With enough knowledge, the Wild Hunt began to learn of ways to fight Huntsmen more effectively. When it learned humans used armor to defend themselves, it did the same, and when it learned humans used weapons to fight back against their claws and fangs, it learned to take up a sword. It eventually even learned strategy, wanting to learn how humans could counter them.

When the Wild Hunt raided its first settlement in Anima, it gathered a pack of its own. In order to lower the humans' fighting prowess, the Wild Hunt gathered Apathy, and to scatter their numbers, Nevermore and Sphinx. When their defenses were at their lowest, it then led the attack.

This was the first known recorded instance of the Wild Hunt taking to the battlefield, and it was surely not the last. Over the years, the Wild Hunt continued to learn how to hunt humans and destroyed settlements. When it reached the point where the Wild Hunt could be called an Elder Grimm, it had developed enough sentience to act out on its own, and years of experience gave it enormous amounts of information. It knew how to fight humans, but it grew an obsession.

It wanted to fight stronger opponents and learn from them.

And thus, many people spoke of a pack of Grimm, often seen traveling and being led by a towering and imposing figure clad in armor, wreathed in blue fire. It would seek out powerful Huntsmen and hunters who garnered its interest, and face them in combat. And over the years, more and more Grimm were added to its banner. And with each new victim, something new was gleamed.

The Wild Hunt was born.

Powers and Abilities
Like all Grimm, the Wild Hunt is soulless and cannot project an Aura. It is also an Elder Grimm, and possesses incredible knowledge due to having lived for many years. It may even be considered to be one of the oldest living Grimm on Remnant.

Due to its long years, it has learned how to hunt Huntsmen and destroy settlements with ease, all by learning everything it can about humans. It demonstrates impressive leadership capabilities, commanding the Grimm under its banner and organizing them, not too dissimilar to a military unit. Unlike other Grimm, it has also taken to wearing the armor of its enemy: from learning the art of smithing, the Wild Hunt crafted its own armor, and to capitalize on humans' fear, induces a chemical reaction that has the armor become wreathed in blue fire, as if to invoke the image of an otherworldy threat or wraith.

It is attracted to negative emotions, but unusually, it only hunts humans who interest it: namely powerful Huntsmen who it can test and learn from.

Trivia

 * The term "wild hunt" comes from the European folklore tale of a rowdy group of spirits, elves or fairies.
 * The appearance of the Wild Hunt is taken primarily from the character King Hassan-i-Sabbah from Fate/Gand Order.