Actions/Abilities/Traits: (OSR)
Special
|Lashing Tail|Manipulate Luck|Regeneration
A huldra's tail slap is a primary attack. In addition, each time a huldra damages a creature with her tail slap, she inflicts 1d6 points of Dexterity damage, causing her target to grow progressively more deformed with each strike. A successful Death save negates the ability damage.
Special
|Lashing Tail|Manipulate Luck|Regeneration
Once per day, a huldra can manipulate another creature's luck by spending a full-round action, during which the huldra must remain in physical contact with the target creature. When the huldra uses this ability, she must choose whether she is imparting good luck or bad luck. A creature granted good luck gains a +2 luck bonus on all saving throws, attack rolls, and skill checks, while a creature afflicted with bad luck takes a –4 penalty on all saving throws, attack rolls, and skill checks. A successful Wand save negates the effect. Huldras cannot be the target of this ability. This effect lasts for 24 hours and is a curse effect.
Special
|Lashing Tail|Manipulate Luck|Regeneration
You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
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