Speaker Of Svaryr
Creature 20 (unique) — fey
Pre-Remaster content. May include legacy alignment.
ShadeWeaverLANDfey
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: stolen-fate-bestiary (Pre-Remaster)
Perception +34; darkvision, scent (imprecise) 60 feet
Languages common, fey; speak with plants, tongues
Skills acrobatics +34, athletics +34, deception +36 (+40 to Impersonate a human version of themselves), diplomacy +38, intimidation +36, nature +34
Str
+6
Dex
+6
Con
+5
Int
+4
Wis
+6
Cha
+8
AC 44
Fort +31
Ref +36
Will +33
HP 380 (regeneration 30 (deactivated by acid or fire))
Weaknesses cold-iron 20, fire 20
Speed 30 feet
Offense
Melee Fist (magical, unarmed, versatile-s) +36, Damage 4d10+14 bludgeoning plus 2d8 mental
Melee Tail (agile, backswing, magical) +36, Damage 4d6+14 bludgeoning plus 2d10 mental plus Befuddling Lash
Abilities
Regeneration 30 (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 Speaker damages a creature with her tail, a wave of befuddlement clouds the target's thoughts. The creature must succeed at a DC 42 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 42 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.
Effect The huldra touches another creature to manipulate the creature's luck. The creature must attempt a DC 42 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.
Primal Innate Spells DC 42, attack +34
9th Disjunction
7th Mask of Terror
6th Chain Lightning, Chain Lightning (×3)
5th Cloudkill, Tongues (Constant)
4th Fly, Speak with Plants (Constant)
3rd Slow
1st Heal, Heal, Heal, Heal
Cantrips (9th) Guidance, Light, Produce Flame, Tanglefoot
WORKS WELL WITH
AnvilLANDShade erodes Will saves with Befuddling Lash, giving the Anvil priority against mentally hindered foes.
CrasherLANDStupefied and luck-manipulated enemies present ideal tempo for a Crasher's high-damage actions.
MenderLANDRegeneration handles attrition but the Shade's fire weakness demands a Mender to control survivability tempo.
PUNISHES
✖ low Will✖ melee reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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