Drusilla
Creature 7 (unique) — fey
Pre-Remaster content. May include legacy alignment.
WeaverAnvilLANDfey
At first glance, a huldra seems a simple creature-a human in plain robes or peasant dress, sporting long, unbound hair. These tresses and full skirts in fact disguise the huldra's supernatural features: a hollow wooden back, a long bovine tail, and incredible strength. Folk legends from the lands of the north describe huldras as the creations of troll witches, intended to lure potential meals to the slaughter. Indeed, a huldra's regeneration is so similar to a troll's that a link between the tw
Source: blood-lords-bestiary (Pre-Remaster)
Perception +17; darkvision, scent (imprecise) 60 feet
Languages aklo, common, fey
Skills athletics +17, deception +15 (+19 to Impersonate a human version of themselves), diplomacy +15, intimidation +15, nature +17, stealth +15
Str
+6
Dex
+4
Con
+1
Int
+1
Wis
+4
Cha
+6
AC 25
Fort +12
Ref +15
Will +17
HP 115 (regeneration 10 (deactivated by acid or fire))
Weaknesses cold-iron 10, fire 10
Speed 30 feet
Offense
Melee Fist (unarmed) +18, Damage 2d8 + 10 bludgeoning
Melee Tail (agile, backswing) +18, Damage 2d4 + 10 bludgeoning plus Befuddling Lash
Abilities
Regeneration 10 (Deactivated by Acid or Fire) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Axan Walk — Drusilla ignores non-magical difficult and greater difficult terrain within Axan Wood.
Befuddling Lash (curse, mental) — When Drusilla damages a creature with her tail, a wave of befuddlement clouds the target's thoughts. The creature must succeed at a DC 23 Will save or become Stupefied 1 (Stupefied 2 on a critical failure) for 1 minute.
Manipulate Luck (curse, primal) — Drusilla touches another creature to manipulate the creature's luck. The creature must attempt a DC 25 Will save. On a failure, Drusilla chooses good luck or bad luck. If she chooses good luck, the affected creature can roll twice on one d20 roll within the next day and use the higher result; this is a fortune effect. If Drusilla chooses bad luck, the creature must roll twice and use the lower result on its next d20 roll; this is a misfortune effect. Once Drusilla has affected a target with Manipulate Luck, that target is temporarily immune to Manipulate Luck from any huldra for 1 day.
Primal Innate Spells DC 25, attack +17
4th Wall of Fire
3rd Searing Light
2nd Speak with Animals (At Will)
1st Summon Animal
Cantrips (4th) Electric Arc, Read Aura, Tanglefoot
WORKS WELL WITH
SniperLANDA ranged attacker keeps pressure on other targets while this durable, regenerating brute ties up the frontline with its curse and strikes.
SnareLANDA controller that keeps a target pinned makes the escalating Stupefied from repeated tail strikes far more punishing.
CrasherLANDA heavy striker capitalizes on a target already weakened by this fey's bad-luck curse.
PUNISHES
✖ low Will✖ melee reliance✖ sustained single-target focus
Avoid stacking with another Will-save curse caster; redundant luck or fear effects don't compound meaningfully against the same save.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Drusilla in the encounter builder — free, no install.
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