DrusillaCreature 7
Source Pathfinder #182: Graveclaw
Perception +17 (darkvision, scent (imprecise) 60 feet)
Languages Aklo, Common, Sylvan
Skills Athletics +17, Deception +15, Diplomacy +15, Intimidation +15, Nature +17, Stealth +15
Str +6, Dex +4, Con +1, Int +1, Wis +4, Cha +6
AC 25; Fort +12; Reflex +15; Will +17;
HP 115 (regeneration 10 (deactivated by acid or fire)
Speed 30 feet
Weaknesses Coldiron 10, Fire 10
Fist +18 (+13, +8) to hit 2d8 + 10 Bludgeoning
Tail +18 (+14, +10) to hit (agile, backswing) 2d4 + 10 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Scent (Imprecise) 60 feetScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Regeneration 10 (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.
Axan WalkDrusilla ignores non-magical difficult and greater difficult terrain within Axan Wood.
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.
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.
Effect: Manipulate Luck - Drusilla (Good)
Effect: Manipulate Luck (Bad)
Primal Innate Spells (DC 25, +17 to hit)
Cantrips (4th Level): Electric Arc, Read Aura, Tanglefoot
1st Level: Summon Animal
2nd Level: Speak with Animals (At Will)
3rd Level: Searing Light
4th Level: Wall of Fire
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 two creatures seems entirely possible, but huldras despise trolls and resent tales suggesting any connection between them. Rather, huldras are wardens of the woodlands they occupy. Grown from saplings by powerful forest-dwelling fey as a response to humanoid encroachment, huldras protect and parley for the forest itself. Woodland creatures adore huldras, and sometimes approach humans or elves thinking they're huldras. This illusion is shattered if the animal sees the humanoid's back is made of flesh or that they're lacking a tail, at which point the animal recoils and runs away.
Huldras respond well to travelers who show respect and deference for the forest, bestowing those they favor with supernatural luck and fortune. Those who scorn or attack a huldra, or those who mock their distinctive, bovine tails, find themselves plagued by poor decisions and even worse luck. Huldras commonly carry a bad reputation as sirens of the deep forest-cunning monsters who seek to lure woodcutters and unwary adventurers to uncertain ends. These stories largely come from miscreants foolish enough to have treated a huldra rudely and later complain about how they were unjustly persecuted. Even woodcutters and hunters can stay in the good graces of huldras provided they plant few trees to replace what they've taken and don't kill any creatures they don't eat.
Though huldras choose to appear unassuming, the attention they put into disguising the supernatural parts of their bodies is sometimes lacking when it comes to their strength. They often perform feats of strength, like bending horseshoes straight or lifting heavy objects, without realizing they're breaking their carefully crafted facade.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
FeyCreatures of the First World are called the fey.