Kelpie

Level 4
Creature· amphibiousLargeRemaster
AC
21
HP
60
Speed
35 ft.
Perception
+11
Fort
+11
Ref
+12
Will
+14
Resistances fire 5
Weaknesses cold-iron 5
Languages common, fey, thalassic
Senses low-light-vision
Skills deception +14, athletics +11, stealth +10
Other Speeds swim 35 ft.
Recall Knowledge DC 19 (nature)

Attacks

Melee Jaws +13 (unarmed), Damage 2d6+7 bludgeoning

Abilities

Captivating Lure◆◆

The kelpie instills an overwhelming attraction to itself within the mind of a single creature within 60 feet. The target perceives the kelpie as a desirable person (if the kelpie is in humanoid form) or a magnificent steed (if the kelpie is in equine form) and must attempt a DC 23 will saving throw.


Critical Success The creature is unaffected and is temporarily immune to Captivating Lure for 24 hours.

Success The creature is Stupefied 1 for 1 round and is then temporarily immune to Capti

Change Shape

The kelpie can take on the appearance of any Medium or Large animal of an equine nature (such as a Horse, Hippocampus, or Pony), or any Small or Medium humanoid. This doesn't change its Speeds or its attack and damage modifiers with its Strikes.


Grab

Kelpies are malevolent, amphibious fey shapechangers who lure mortals to a watery grave. These cruel predators lurk around bodies of water of any type, only slightly preferring fresh water over salt water. Kelpies lure or drag their prey underwater, then drown and devour them, leaving behind only the victim's heart and liver—the only parts of a meal kelpies find unpleasant—tossed upon the shore. Kelpies are fond of magically disguising themselves as fine steeds or attractive strangers to draw in victims, but their true appearance is that of a hideous equine with slimy, green flesh resembling aquatic plants.