Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Female variant huldra
Ability
Axan Walk
Drusilla ignores non-magical difficult and greater difficult terrain within Axan Wood.
Ability
Befuddling Lash
(curse, enchantment, 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.
Ability
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.
Ability
Primal Innate Spells
DC 25, attack +17; 4th searing light, summon animal, wall of fire; 2nd speak with animals (at will); Cantrips (4th) electric arc, read aura, tanglefoot
Offense
Melee
Circumstance: combat round (melee)
fist +18 [+13/+8], Damage 2d8+10 bludgeoning
Trait
Fey
Creatures of the First World are called the fey.
Language
Aklo
Common
Sylvan
Perception
darkvision
scent (imprecise) 60 feet
Weakness
cold iron 10
fire 10