Hverhuldra

Small Fey, neutral good (CR 6)

Armor Class 15 natural armor

Hit Points 120 (16d6+64)🎲

Speed 30 ft., swim 30 ft.


STR

13 (+1)

DEX

16 (+3)

CON

18 (+4)

INT

11 (+0)

WIS

15 (+2)

CHR

18 (+4)


Skills athletics 4, intimidation 7, nature 3, survival 5

Senses darkvision 60 ft., passive Perception 12

Languages Aquan, Common, Sylvan

Challenge Rating 6

Actions

Multiattack.

The hverhuldra makes two steaming fist attacks.

Steaming Fist.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) fire damage.

Scalding Stream (Recharge 5-6).

The hverhuldra spits scalding water in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failed save, the target takes 21 (6d6) fire damage and is blinded for 1 minute. On a successful save, the target takes half the damage and isn’t blinded. A blinded creature can make a DC 15 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.


sizeSmall

typeFey

group

alignmentneutral good

strength_save

dexterity_save6

constitution_save

intelligence_save

wisdom_save

charisma_save7

perception

damage_vulnerabilities

damage_resistancescold

damage_immunitiesfire, poison

condition_immunitiespoisoned

cr6

reactionsname: Steam Cloud,desc: When the hverhuldra takes cold damage, it uses the steam from the impact of the cold on its body to magically create a cloud of steam centered on a point it can see within 60 feet of it. This cloud works like the fog cloud spell, except the hverhuldra can dismiss it as a bonus action.

legendary_desc

legendary_actions

special_abilitiesname: Amphibious,desc: The hverhuldra can breathe air and water.,name: Purify Water,desc: If the hverhuldra sits in a body of slow-flowing or standing water, such as a hot spring or a small creek, for at least 1 hour, the water becomes purified and rendered free of poison and disease. In slow-flowing water, this purification fades 1 hour after the hverhuldra leaves the water. In standing water, this purification lasts until a contaminant enters the water while the hverhuldra isn’t in it.,name: Quick Rescue,desc: As a bonus action, the hverhuldra gives one willing creature within 60 feet of it the ability to breathe water for 1 minute.,name: Water Protection,desc: While the hverhuldra submerged in water, it has advantage on Dexterity (Stealth) checks, and it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. If it takes cold damage, this trait doesn’t function until the end of its next turn.,name: Innate Spellcasting,desc: The hverhuldra’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components: At will: create or destroy water, detect poison and disease, purify food and drink 1/day each: blindness/deafness, protection from poison

spell_list

page_no206

document__license_urlhttp://open5e.com/legal

document__slugtob2

document__titleTome of Beasts 2

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

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Tome of Beasts 2, page no. 206
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