Hverhuldra
Small Fey, neutral good (CR 6)Armor Class 15 natural armor
Hit Points 120 (16d6+64)
Speed 30 ft., swim 30 ft.
13 (+1)
16 (+3)
18 (+4)
11 (+0)
15 (+2)
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 isnât 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 isnât 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 doesnât function until the end of its next turn.,name: Innate Spellcasting,desc: The hverhuldraâs 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
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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