Huge Fey, Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 151 (14d12 + 60)
Speed 60 ft., Immune to harsh terrain when it is plant based or ice based , swim 120 ft. Can move through water as if it were flying through air
STR
22 (+6)
DEX
16 (+3)
CON
18 (+4)
INT
18 (+4)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws STR +10, DEX +7, CON +8
Skills Intimidation +15, Nature +10
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 120 ft, Tremorsense 120 ft, Truesight 10 ft, as long as the Horse head of the creature is unobstructed, Passive Perception 14
Languages Common, Deep Speech, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

 

 

Sure-Footed. The Nuckelavee has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Critical Uisce. The Nuckelavee will not willingly leave the ocean if there is no rain. It also takes 1d8 Acid damage when it is not touching water, i.e. rain or in water itself. This damage cannot be reduced in any way.

Devastating Curse. The Nuckelavee cannot enter fresh water willingly. If it is touched or forced into fresh water rivers or lakes, it takes 2d12 Acid damage. This cannot be reduced in any way.

Toxic Blood. When the Nuckelavee takes slashing or piercing damage, blood can fill the area if in water, killing ordinary plants aside from seaweed. If on land, everything the blood touches will have a similar effect. Does not effect other living creatures.

Innate Spellcasting. The Nuckelavee is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Nuckelavee is a 9th level Druid:

Cantrips (at will): Poison Spray, Resistance

1st level (4 slots): Create or Destroy Water, Entangle, Faerie Fire, Fog Cloud, Jump, Longstrider

2nd level (3 slots): Barkskin, Gust of Wind, Hold Person, Locate Animals or Plants, Moonbeam, Spike Growth

3rd level (3 slots): Call Lightning, Sleet Storm

4th level (3 slots): Blight, Confusion, Control Water, Freedom of Movement, Ice Storm, Locate Creature, Stoneskin

5th level (2 slots): Contagion, Geas, Insect Plague

 
Actions
 

Multiattack. The Nuckelaveee makes 2 attacks with its claws 2 with its hooves.

Talons. Melee Weapon Attack: +10 to hit, reach 10 ft, 1 target. Hit: 17 (2d10 + 6) Slashing damage. All attacks are considered magical. Target must make a Constitution save of DC 16 or take 7 (2d6) Necrotic damage.

Hooves. Melee Weapon Attack: +10 to hit, reach 10 ft, 1 target. Hit: 17 (2d10 + 6) Bludgeoning damage. All attacks are considered magical. If a creature is hit with this attack, they must make a DC 16 Strength Save or move 5 ft away from the Nuckelavee and fall prone.

 
Bonus Actions
 

The Nuckelavee can use it's bonus action to Taunt. All creatures within a range of 15 ft of the Nuckelavee must make a DC 16 Charisma save or target it for hostile actions on their turn.

 
Reactions
 

Opportunity Attack. When a creature leaves the melee range of the Nuckelavee it can make an attack against that creature as a reaction.

 
Legendary Actions
 

The Nuckelavee can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Nuckelavee regains spent legendary actions at the start of their turn.

Summon Undead (Costs 1 Action). With this action, the Nuckelavee can summon up to four Zombie, no more or less. The Nuckelavee can use this feature again to regain up to their max of four Zombies.

Orcadian Perdition (Costs 2 Actions). All creatures within 30 ft must succeed on a Constitution save of DC 20 or fall prone. Seaweed grows to entangle those effected.

Storm (Costs 3 Actions). One mile radius of a the Nuckelavee rains until dispersed or the Nuckelavee enters salt water.

 
Mythic Actions
 

If the Nuckelavee's mythic trait is active, they can use the options below as legendary actions, as long as they are below quarter health.

Bone Saw. The Nuckelavee can replace one of their Talon attacks with a Sword-like bone structure which is ripped from the spine of the Nuckelavee itself. The attack and damage is the same aside from adding an automatic poison effect as well as forcing the target to make a DC 16 Constitution save or become paralyzed for 2d4 rounds.

Vile Bile (Costs 1 Action). Vile Bile has a 15 ft cone. All creatures in the area of effect must make a Dexterity Save of DC 16. Upon a successful save targets take half damage. On a failed save, targets take full 3d10 Acid damage

Caustic Breath (Costs 3 Actions). Caustic Breath has a range of 25 ft radius starting from the front of the Nuckelavee. All creatures, except for Undead or Constructs, take an automatic 2d12 poison damage and 3d10 Necrotic Damage. Any creature that falls unconscious or dies from this is eaten by the acid in 2d4 rounds. All creatures effected by this ability must make a DC 16 Wisdom save or be Frightened for 1d10 rounds.

 

Description

 

The Nuckelavee has a man's torso attached to a horse's back as if it were a rider. The male torso has no legs, but its arms can reach the ground from its position on top of the equine body, the legs of which have fin like appendages. The torso has a large head – possibly as much as 3 feet (90 centimetres) in diameter – that rolls back and forth. The monster has two heads; the equine head has an enormous gaping mouth that exudes a pungent, toxic vapour, and a single giant eye like a burning red flame. A particularly gruesome detail is that the nuckelavee has no skin; black blood courses through yellow veins, and the pale sinews and powerful muscles are visible as a pulsating mass.

 

Lair and Lair Actions

 

In the deep ocean with few of, if any, constructs. Such as boats or ruins. Though most prefer underwater cave systems.

Lair Actions

On initiative count 20 (losing initiative ties), the Nuckelavee takes a lair action to cause one of the following effects; the Nuckelavee can’t use the same effect two rounds in a row:

  • Every living creature in the area takes 4d4 psychic damage as the screams of trapped souls rattle their minds. The Nuckelavee is an exception.
  • Every creature must succeed on a DC16 Constitution save or be under the effects of Poison.

Regional Effects

The region containing a legendary Nuckelavee’s lair is thriving with fish and seaweed, which creates one or more of the following effects:

  • Rough terrain in many parts of the territory.
  • High predatory creature activity.

If the Nuckelavee dies, these effects fade over the course of 2d8 days.

 

Previous Versions

Name Date Modified Views Adds Version Actions
11/30/2022 5:32:09 PM
34
1
5e
Coming Soon

Monster Tags: fey

Habitat: CoastalUnderwater

Velvet1974

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