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    Huldra

    This beautiful woman smiles coyly, but as she turns, her foxlike tail and the wood-lined hollow inside her back reveal her true fey nature.

    Huldra CR 4

    XP 1,200
    CN Medium fey
    Init +3; Senses darkvision 60 ft., detect snares and pits, low-light vision, scent; Perception +12

    DEFENSE

    AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
    hp 38 (7d6+14); regeneration 3 (acid or fire)
    Fort +4, Ref +8, Will +7
    Immune charm effects, compulsion effects; Resist cold 10

    OFFENSE

    Speed 30 ft.
    Melee slam +7 (1d6+4), tail slap +7 (1d6+4 plus 1d4 Cha damage)
    Special Attacks lashing tail, manipulate luck
    Spell-Like Abilities (CL 4th; concentration +8)

    Constantdetect snares and pits, endure elements, pass without trace
    3/daycharm person (DC 15), daze monster (DC 16), wood shape
    1/daydeep slumber (DC 17)

    STATISTICS

    Str 19, Dex 17, Con 14, Int 12, Wis 14, Cha 19
    Base Atk +3; CMB +7; CMD 21
    Feats Deceitful, Dodge, Mobility, Power Attack
    Skills Bluff +16, Disguise +16, Escape Artist +13, Knowledge (nature) +11, Perception +12, Stealth +13, Use Magic Device +14
    Languages Common, Giant, Sylvan

    SPECIAL ABILITIES

    Lashing Tail (Su)

    A huldra's tail slap is a primary attack. In addition, each time a huldra damages a creature with her tail slap, she deals 1d4 points of Charisma damage, causing her target to grow progressively more deformed and ugly with each strike. A successful DC 15 Fortitude save negates the Charisma damage. The save DC is Constitution-based.

    Manipulate Luck (Su)

    Once per day, a huldra can manipulate another creature's luck by spending a full-round action, during which the huldra must remain in physical contact with the target creature. When the huldra uses this ability, she must choose whether she is imparting good luck or bad luck. A creature granted good luck gains a +2 luck bonus on all saving throws, attack rolls, and skill checks, while a creature afflicted with bad luck takes a –4 penalty on all saving throws, attack rolls, and skill checks. A successful DC 17 Will save negates the effect. Huldras cannot be the target of this ability. This effect lasts for 24 hours and is a curse effect. The save DC is Charisma-based.