Huldra
Creature 4 (uncommon) — fey
Pre-Remaster content. May include legacy alignment.
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: pathfinder-bestiary-3 (Pre-Remaster)
Perception +13
Skills athletics +11, deception +13, diplomacy +13, intimidation +11, nature +10
Str
+5
Dex
+4
Con
+1
Int
+1
Wis
+3
Cha
+5
AC 21
Fort +9
Ref +14
Will +11
HP 70
Weaknesses cold-iron 5, fire 5
Speed 30 feet
Offense
Melee Fist +14, Damage 2d6+7 bludgeoning
Melee Tail +14, Damage 2d4+7 bludgeoning
Abilities
Regeneration 5 (Deactivated by Acid or Fire) — Regeneration
Befuddling Lash (curse, mental) — When the huldra damages a creature with their tail, a wave of befuddlement clouds the target's thoughts. The creature must succeed at a DC 19 Will save or become Stupefied 1 (Stupefied 2 on a critical failure) for 1 minute.
Manipulate Luck (curse, primal) — Frequency once per day
Effect The huldra touches another creature to manipulate the creature's luck. The creature must attempt a DC 21 Will save.
On a failure, the huldra chooses good luck or bad luck. If the huldra chooses good luck, the affected creature can roll twice on one d20 roll within the next minute and use the higher result; this is a fortune effect. If the huldra chooses bad luck, the creature must roll twice and use the lower result on its next d20 roll; this is a misfortune effect.
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