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I looked up the effects but I couldn't find anything. Maybe it's my fault, but I really tried.

What do instinctive cooperation and wild grace do? Do the effects still have to be written? Or are they in some adventure module?

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  • \$\begingroup\$ All the Wild Hunt creatures have those abilities and Wild Hunt is a subtype - or at least it's written like it's supposed to be - so i just assumed those are part of the subtype. \$\endgroup\$ – Elmoserpe Nov 6 '18 at 20:00
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They are described on Bestiary 6's Appendix 4.

Starting on page 308, all wild hunt subtype creatures gain:

  • Immunity to cold;
  • Resistance to fire and electricity 10;
  • Enhanced Senses: greensight 60 ft, scent and see in darkness;
  • Instinctive Cooperation: Immune to all supernatural abilities of other wild hunt creatures that allow a saving throw;
  • Planar Acclimation: Always considered to be in their home plane, never gaining the extraplanar subtype;
  • Speak with Nature: They have know direction, speak with animals and speak with plants as constant spell-like abilities, and can cast stone tell 3 times per day;
  • Wild Gaze: All creatures with 30 ft that fail a will save recognize the wild hunt. Humanoids and monstrous humanoids are paralyzed. Beasts and magical beasts become frightened, and all other creatures become confused. This lasts one round;
  • Wild Grace: Add their charisma bonus as deflection bonus to AC;
  • Wild Hunt Link: May communicate telepathically with other wild hunt creatures within 500 feet and share certain abilities with them.
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