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Huldra

Creature 4 (uncommon) — fey

Pre-Remaster content. May include legacy alignment.

WeaverShadeLANDfey

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; darkvision, scent (imprecise) 60 feet
Languages common, fey
Skills athletics +11, deception +13 (+17 to Impersonate a human version of themselves), 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 (regeneration 5 (deactivated by acid or fire))
Weaknesses cold-iron 5, fire 5
Speed 30 feet

Offense

Melee Fist (unarmed) +14, Damage 2d6+7 bludgeoning
Melee Tail (agile, backswing) +14, Damage 2d4+7 bludgeoning plus Befuddling Lash

Abilities

Regeneration 5 (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.
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.

WORKS WELL WITH

AnvilLANDAn anvil keeps enemies locked in melee where the huldra's stupefying tail can stack debuffs across consecutive strikes.
SniperLANDA sniper benefits from reduced saving throws on luck-crippled or stupefied targets for more consistent damage.
CrasherLANDA crasher bursts the isolated target while the huldra's befuddling lash and luck manipulation reduce the target's effective defenses.

PUNISHES

✖ low Will✖ lack of fire or acid
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 3.

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