Huldrekall


  Huldrekall Roll Initiative
Medium Fiend, Chaotic Evil
Armor Class 14
Hit Points 37 (5d8 + 15)
Speed 0 ft., Fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2)
19 (+4)
16 (+3)
14 (+2)
12 (+1)
16 (+3)
Skills Deception +5, Intimidation +5, Perception +4
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Blindsight 40 ft., Tremorsense 120 ft., Passive Perception 12
Languages Abyssal, Common, Sylvan, Telepathy 120 ft.
Proficiency Bonus +2 Challenge 4
Incorporeal Movement. The Huldrekall can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.   Innate Spellcasting. The Huldrekall’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:   At will: dimension door   3/day each: confusion, phantasmal force   Magic Resistance. The Huldrekall has advantage on saving throws against spells and other magical effects.
  Bonus Actions
Violate Will. The Huldrekall can use a bonus action to issue a disturbing suggestion to a creature within 30 feet that can hear and understand it. The target must succeed on a DC 13 Wisdom saving throw or be charmed for 1 round. While charmed, the target is compelled to perform a grotesque or degrading act that does not directly harm itself or others, such as confessing a dark secret, consuming something foul, or humiliating a stranger. If the target fails the saving throw, it rationalizes the behavior and is unaware of the Huldrekall's influence. On a success, the target becomes aware of the attempt and is immune to Violate Will for 24 hours.     Actions
Whip Lash. Melee Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 4) psychic damage. If the target is a creature, it must succeed on a DC 13 Wisdom saving throw or the next attack roll made against it before the end of the Huldrekall’s next turn has advantage.   Possess Corpse (Recharge 6). The Huldrekall disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The Huldrekall is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse’s hit point maximum in life.   While possessing the corpse, the Huldrekall retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target’s game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.   The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the Huldrekall ends its possession using a bonus action. When the possession ends, the Huldrekall reappears in an unoccupied space within 5 feet of the corpse.  
"Before we knew what they were, I referred to them as the laughing demons. We captured one near Gnome’s Landing who had made the poor soul’s family eat with the pigs. They didn’t even realize anything was wrong. The Huldrekall was on the roof waiting for us to arrive, cackling."

~ Educator Penelope Fischer
"Saint of Exorcism"
  Description
The Huldrekall was once a dybbuk, a demon that possessed corpses and thrived on terror. After inhabiting an Otherwylder, it was forever altered. The fey's lingering memories twisted the demon’s nature, giving it new desires.   Now, the dybbuk has become a blend of mischief and alien will. It still seeks corpses to possess, but its motives have shifted from pure depravity to cruel, curious malice. It manipulates the living in grotesque ways, weaving unfocused chaotic schemes.
  History
The rise of the Huldrekall is a recent development, emerging during the latter stages of the Demon War. It came into being near the borders of the Otherwyld when a dybbuk possessed a gnome with a strong connection to their ancestral memories. From that moment, the dybbuk was altered, becoming something new, with an inherent link to goddess Dipthi. Since then, Huldrekalls have appeared in regions where goblins and gnomes have a heavy populace.   In the aftermath of the war, most demons were banished or destroyed, but the shapechangers, like the Huldrekall, have proven difficult to root out. Their new form makes them unpredictable, and their motivations have become even more obscure.   Tactics
A Huldrekall uses the bodies it possesses to create discomfort and confusion. It will engage in combat when it can manipulate other creatures to fight among themselves. The Huldrekall thrives in chaotic situations, where its influence can spread.   When a corpse is destroyed, the Huldrekall will abandon the body and hide in nearby objects or creatures, even if it takes damage to do so. It will use these temporary shelters to bide its time, waiting for the right moment to re-enter the fray or cause further mayhem. Their Otherwylder influence drives them to orchestrate the breakdown of order, turning allies against one another or forcing enemies into abnormal acts.


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