Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Aquan, Common, Sylvan
Resistances & Immunities
Traits
Amphibious
The hverhuldra can breathe air and water.
Innate Spellcasting
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
Purify Water
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.
Quick Rescue
As a bonus action, the hverhuldra gives one willing creature within 60 feet of it the ability to breathe water for 1 minute.
Water Protection
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.
Actions
Multiattack
The hverhuldra makes two steaming fist attacks.
Scalding Stream
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.
Steaming Fist
+6 to hit, reach 5 ft (1.5 m). Hit: 2d8+3 plus 2d6 fire damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) fire damage.
Reactions
Steam Cloud
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.
About Hverhuldra
Hverhuldra is a small fey with a Challenge Rating of 6. It has a neutral good alignment.
In combat, this creature maintains an Armor Class of 15 and possesses 120 hit points (derived from 16d6+64).
Hverhuldra has communication capabilities including Aquan, Common, Sylvan. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Hverhuldra
3 tips available
GM Tips: Using Hverhuldra
When using Hverhuldra in your D&D 5e campaign, consider these tactical approaches:
-
Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
-
Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
-
Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
Player Guide: Facing Hverhuldra
3 strategies available
Player Guide: Facing Hverhuldra
When your party encounters this creature, keep these strategies in mind:
-
Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
-
Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
-
Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 6.
Solo Encounter:
A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 4,200 XP
- Hard: 6,300 XP
- Deadly: 8,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Hverhuldra?
- Hverhuldra has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
- What type of creature is Hverhuldra?
- Hverhuldra is a Small Fey, which affects how certain spells and abilities interact with it.
- What languages does Hverhuldra speak?
- Hverhuldra can communicate in Aquan, Common, Sylvan.
Related D&D 5e Content
Related D&D 5e Content
Explore more about fey creatures and D&D 5e mechanics:
Related Creatures
Alpha Werewolf
Humanoid · CR 6
Assassin
Humanoid · CR 7
Bulette
Monstrosity · CR 6
Air Elemental
Elemental · CR 5
Blackguard
Humanoid · CR 5
Champion Warrior
Humanoid · CR 5