フルドラ Huldra
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 trollwitches, 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 humansor 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 new 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.
“知識の想起”――フェイ(〈自然〉) : DC 21
一般的な知識 : DC 19
専門知識 : DC 16
Folk legends from the lands of the north describe huldras as the creations of trollwitches, 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 humansor 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 new 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.
“知識の想起”――フェイ(〈自然〉) : DC 21
一般的な知識 : DC 19
専門知識 : DC 16
フルドラ Huldra クリーチャー4
アンコモン CN 中型 フェイ
出典 Bestiary 3 138ページ
知覚+13;暗視、鋭敏嗅覚(不明瞭)60フィート
言語 共通語、森語
技能 〈威圧〉+11、〈運動〉+11、〈交渉〉+13、〈自然〉+10、〈ペテン〉+13 (+17 to Impersonatea humanversion of themselves)
【筋】+5、【敏】+4、【耐】+1、【知】+1、【判】+3、【魅】+5
知覚+13;暗視、鋭敏嗅覚(不明瞭)60フィート
言語 共通語、森語
技能 〈威圧〉+11、〈運動〉+11、〈交渉〉+13、〈自然〉+10、〈ペテン〉+13 (+17 to Impersonatea humanversion of themselves)
【筋】+5、【敏】+4、【耐】+1、【知】+1、【判】+3、【魅】+5
AC 21;頑健+9、反応+14、意志+11
HP 70、再生5([強酸]あるいは[火炎]で不活性化);弱点 冷たい鉄 5、[火炎]5
HP 70、再生5([強酸]あるいは[火炎]で不活性化);弱点 冷たい鉄 5、[火炎]5
移動速度 30フィート
近接 [one-action] 拳 +14[+9/+4]、ダメージ 2d6+7[殴打]
近接 [one-action] 尾 +14[+10/+6](機敏、奇襲)、ダメージ 2d4+7[殴打]、加えてBefuddling Lash
Befuddling Lash/Befuddling Lash (呪い、心術、精神) 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.
Manipulate Luck/Manipulate Luck [one-action] (呪い、始原) 頻度 1日に1回; 効果 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 fortuneeffect. 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.
近接 [one-action] 拳 +14[+9/+4]、ダメージ 2d6+7[殴打]
近接 [one-action] 尾 +14[+10/+6](機敏、奇襲)、ダメージ 2d4+7[殴打]、加えてBefuddling Lash
Befuddling Lash/Befuddling Lash (呪い、心術、精神) 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.
Manipulate Luck/Manipulate Luck [one-action] (呪い、始原) 頻度 1日に1回; 効果 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 fortuneeffect. 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.