Huldra (Construct)

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Huldra (Construct) CR 5

NG Medium construct

Init +3; Senses darkvision 60 ft., detect snares and pits, low-light vision, scent; Perception +12

DEFENSE

AC: 18, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +4 natural)

hp: 90 (7d10+48); regeneration 3 (acid or fire)

Fort +6, Ref +8, Will +7

Immune: charm effects, compulsion effects, construct traits; Resist cold 10

OFFENSE

Speed: 30 ft.

Melee: slam +7 (1d6+4), tail slap +7 (1d6+4 plus 1d4 Cha damage)

Special Attacks: lashing tail, manipulate luck

Spell-Like Abilities: (CL 4th; concentration +8)

Constant—detect snares and pits, endure elements, pass without trace

3/day—charm person (DC 15), daze monster (DC 16), wood shape

1/day—deep slumber (DC 17)

STATISTICS

Str 19, Dex 17, Con -, Int 12, Wis 14, Cha 19

Base Atk +3; CMB +7; CMD 21

Feats: Deceitful, Dodge, Mobility, Power Attack

Skills: Bluff +16 (+21 to pass as Huldra), Disguise +16 (+26 to pass as Huldra), Escape Artist +13, Knowledge (nature) +11, Perception +12, Stealth +13, Use Magic Device +14 Languages: Common, Giant, Sylvan

SPECIAL ABILITIES

Autotelic (Ex)

A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).

Enter Painting (Su)

As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.

The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.

Rejuvenation (Su)

When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.

Lashing Tail (Su)

A huldra’s tail slap is a primary attack. In addition, each time a huldra damages a creature with her tail slap, she deals 1d4 points of Charisma damage, causing her target to grow progressively more deformed and ugly with each strike. A successful DC 15 Fortitude save negates the Charisma damage. The save DC is Constitution-based.

Manipulate Luck (Su)

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 DC 17 Will save negates the effect. Huldras cannot be the target of this ability. This effect lasts for 24 hours and is a curse effect. The save DC is Charisma-based.