Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Befuddling Lash
(curse, enchantment, 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.
Ability
Manipulate Luck
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.
Offense
Melee
Circumstance: combat round (melee)
fist +14 [+9/+4], Damage 2d6+7 bludgeoning
Trait
Fey
Creatures of the First World are called the fey.
Language
Common
Sylvan
Perception
darkvision
scent (imprecise) 60 feet
Weakness
cold iron 5
fire 5