The Dragonlance Nexus

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Huldrefolk

D&D 3e (3.0/3.5) Rules

by James O'Rance


Small Fey
Hit Dice: 7d6-7 (25 hp)
Initiative: +8 (Dex, Improved Initiative)
Speed: 40 ft.
AC: 17 (+1 size, +4 Dex, +2 deflection)
Attacks: 2 claws +7 melee, bite +5 melee
Damage: Claws 1d4-2 plus 1d4 ability damage, bite 1d4-2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Ability damage, elemental magic
Special Qualities: Alternate form, elemental fear, ethereal jaunt, faerie pact, faerie sight, light vulnerability, SR 21
Saves: Fort +1, Ref +9, Will +8
Abilities: Str 7, Dex 18, Con 8, Int 20, Wis 16, Cha 18
Skills: Concentration +9, Escape Artist +14, Hide +14, Knowledge (arcana) +15, Listen +15, Move Silently +14, Sense Motive +5, Spot +15
Feats: Alertness, Dodge, Improved Initiative, Mobility, Multiattack, Weapon Finesse (claws, bite)
Climate/Terrain: Any land, underground, or aquatic
Organisation: Solitary
Challenge Rating: 4
Treasure: No coins or goods; standard items
Alignment: Usually neutral (any)
Advancement: 8-14 HD (Small), 15-21 HD (Medium-size)

Huldrefolk are mysterious faerie beings of unknown origin. Although the huldrefolk are thought to have departed Krynn long ago, legends say that they continue to visit Ansalon from their home in the Grey. During daylight a huldre is unable to become material, and must remain invisibly on the ethereal plane. At night, however, a huldre can appear as a grey-skinned humanoid or in an elemental form composed of the primal substance that the huldre commands. A huldre might wear an elemental form of mist and cloud, while another appears as a cloud of bees.

Huldrefolk understand all mortal languages, and speak them in voices that are reminiscent of the primal forms that they control.

Combat

Huldrefolk avoid combat unless necessary, preferring to use their magical powers against enemies or simply retreat to the ethereal plane. However, a huldre that is forced into melee is capable of savagely clawing and biting its opponent, and the creature struck by this magical fey finds that its very essence is stolen away to feed the huldre.

Ability Damage (Su): The touch of a huldre deals 1d4 temporary ability damage to a living foe. The huldre heals 4 hp for every point drained. The huldre can choose to damage any ability score in this manner.

Elemental Magic (Sp): The huldre controls one sphere of faerie magic, such as Air, Animal, Earth, Fire, Plants, or Water. The huldre can use spell-like abilities from the associated cleric domain, at will, as though it were a sorcerer of the same level as its hit dice. The DC to resist these spell-like abilities is 14 + spell level.

The huldre cannot use spell-like abilities that are more powerful than a sorcerer of its level could cast (e.g., a 7 HD huldre can use the 1st- through 3rd-level spells of a single cleric domain as spell-like abilities). The huldre also gains the granted power associated with its chosen cleric domain.

Elemental Fear (Ex): A huldre fears the element opposed to its own, and is considered shaken when within 30 ft. of a creature with this opposed elemental subtype. Huldrefolk with the Animal domain fear creatures with the plant type, whereas a huldre with the Plant domain fears animals, beasts, and vermin.

Ethereal Jaunt (Su): A huldre can shift from the Ethereal to the material plane as a move-equivalent action, and shift back again as a full-round action. The ability is otherwise identical with ethereal jaunt cast by a 7th-level sorcerer.

Faerie Pact (Su): If a living creature willingly makes a pact with the huldre, or accepts its hospitality, the huldre can use its ability damage power against the creature at a range of 30 ft (Will save negates, DC 17). If the creature is reduced to 0 in any ability score and subsequently dies, the huldre can animate it as a zombie, as the animate dead spell cast by a 7th-level sorcerer.

Faerie Sight (Ex): Huldrefolk can see beyond the realms of light and dark, recognising things by their nature, spirit, aura, and emotons. They can see invisible and ethereal creatures and objects, and note alignment with a glance.

Light Vulnerability (Ex): Huldrefolk are sensitve to bright light, such as that produced by a daylight spell, which also has the effect of rendering them transparent. In bright light, a huldre is blinded, but benefits from total concealment.

Direct natural sunlight disperses a huldre's physical form, forcing it to retreat to the ethereal plane. A huldre who remains on the material plane in direct sunlight cannot attack or use spell-like abilities, and can take only partial actions.

Spell Resistance (Ex): A huldre possesses SR 21 against arcane spells. However, divine spells, or arcane spells of an elemental subtype opposed to the huldre's chosen elemental domain, ignore the huldre's spell resistance.

Alternate Form (Su): A huldre can shift between its humanoid and elemental forms as a standard action. In elemental form, the huldre cannot cause ability damage or go ethereal, but it gains a +5 natural bonus to AC. The huldre's elemental form appears to be composed of naturally-occuring material or living matter, and may be up to one size category larger than the huldre's humanoid form.

A huldre remains in one form until it chooses to assume a new one. A change in form cannot be dispelled. A true seeing spell, however, reveals the huldre's humanoid form.

Huldrefolk Relics

The huldrefolk have left many relics and monuments of their power in the isolated regions of Krynn. These include gigantic stone arches, crudely carved monoliths, and dolmen rings on lonely hills. Supposedly serving as gateways to the huldrefolk realm in the Grey, these relics are extremely powerful reservoirs of magical energy, although no living mortal understands how they could be tapped.

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