Large Celestial, Chaotic Neutral
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft., swim 60 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Charge. If the uni-kelpie moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Innate Spellcasting. The unicorn’s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, friends, charm person

1/day each: calm emotions, dispel evil and good, Command

Magic Resistance. The uni-kelpie has advantage on saving throws against spells and other magical effects.

Magic Weapons. The uni-kelpie’s weapon attacks are magical.

Actions

Multiattack. The uni-kelpie makes two attacks: any combination of Chest Bash, Hip Drop, Hooves, Horn, or Bite.

Chest Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11(2d6 + 4) bludgeoning damage.

Hip Drop. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11(2d6 + 4) bludgeoning damage.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Healing Touch (3/Day). The uni-kelpie touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Teleport (1/Day). The uni-kelpie magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

Bonus Actions

Seduce. As a bonus action, a Uni-Kelpie may attempt to seduce a player, nearby animal, or other viable target to approach. If the target is receptive to the action, they may be lured in to physically contact the Uni-Kelpie. The Uni-Kelpie will rarely employ this during combat, as it's an invitation, rather than an attack[See Lair Actions for its use in combat]. If the Uni-Kelpie is actively hunting or in heat, they may follow up with their Adhesion reaction. Otherwise the intent is clearly...something else.

Reactions

Adhesion. As a reaction to physical contact, the Uni-Kelpie secretes a potent magical adhesive from their skin and fur that forcibly latches whoever or whatever touched them to their bodies. This adhesive can be dispelled at will, however any living creature contacting it is adhered completely, and is considered Grappled by the Uni-Kelpie.

Legendary Actions

The uni-kelpie 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 uni-kelpie regains spent legendary actions at the start of its turn.

Hooves. The uni-kelpie makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions). The uni-kelpie creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.

Heal Self (Costs 3 Actions). The uni-kelpie magically regains 11 (2d8 + 2) hit points.

Description

Uni-Kelpies by Nature

Uni-Kelpies are a strange, exotic species of magical animals. A Hybrid of the deadly, dreaded Kelpie, and the beloved, respected Unicorn, they feature traits from both parents, and some features of many other specimens in their odd lineage.

Uni-Kelpies, while inherently dangerous, are not inherently evil, and can be Tamed with proper care, first by assuring the Uni-Kelpie isn't hungry as they see anything equal or smaller than themselves in size as viable prey. 

They're incredibly smart by most standards and can be quite playful even in the wild. Be wary, though, because this playful nature is just as often used to lure prey closer as it is to find companionship.

Taming a Uni-Kelpie

Taming a uni-kelpie requires several steps be performed, and failure can lead to the Uni-Kelpie becoming inherently hostile or predatory towards the would-be beast-tamer.

  1. The Uni-Kelpie must be approached alone. If the Uni-Kelpie sees too many people when someone approaches, they may panic and turn hostile, under the assumption of being attacked.
  2. The Tamer must succeed a DC-15 Persuasion or Seduction check to calm the Uni-Kelpie. If they succeed with a score of 20 or higher, the following rolls are made with advantage.
  3. Three Animal Handling checks need to be made. The first, at DC-10, is to assure the Uni-Kelpie you aren't a threat. The second, at DC-15, is to physically touch the Uni-Kelpie without triggering their Adhesion. The last, at DC-20, is to physically embrace the Uni-Kelpie. If they succeed all three, the Uni-Kelpie will behave like a 'pet' or Hireling for the character, under the DM's control. It is tamed, but still technically a wild animal and may turn hostile if mistreated.

Oddities of Heritage

Uni-kelpies, due to their inherently magical nature, are capable of natural hybridization. While still considered Uni-Kelpies by all known standards, this does mean that a Uni-Kelpie who has bred with a non-unicorn, non-kelpie creature may show visual traits common to the non-equine parent. The most common is Anthropomorphism, to the point that it is often assumed the norm, since most living Uni-Kelpies actually descend from ancient Uni-Kelpies who have, willingly or otherwise, cross-bred with "Player" species such as humans, elves, or orcs. Other such details could be additional horns from tiefling or dragonborn heritage, vestigial wings from aaracockra or owlin heritage, or even 'tentacle beards' from Illithid heritage. 

That Time of the Year

During the transitional months between Spring and Summer, Uni-Kelpies enter a state of heightened aggression known as 'Heat'. Rather than becoming more violent, this is when they enter a state of breeding, where males and females become Hyperfertile and will actively seek partners, either with other Uni-Kelpies, among their parent species, or among sexually compatible 'prey' such as Player-species. during this state they become much more likely to seduce or lure in adventurers without intent to kill and maim, though death is still a plausible outcome, since Uni-Kelpies prefer to breed while submerged in water.

Lair and Lair Actions

A Uni-kelpie’s Lair

A uni-kelpie’s laircould be a small pond in a serene clearing, a lovely firefly-filled swampland, or a peaceful, pleasant beach. Any quiet, relaxing body of water works nicely. Often will have a waterfall that seems to come from nowhere.

Regional Effects

Transformed by the creature’s celestial presence, the domain of a uni-kelpie might include any of the following magical effects:

  • Open flames of a nonmagical nature are extinguished within the uni-kelpie’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
  • Creatures native to the unicorn’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
  • Water sources are purified of any magical or non-magical poisons, toxins, or diseases.
  • When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
  • Curses affecting any good-aligned creature are suppressed.

If the uni-kelpie dies, these effects end immediately.

Lair Actions

Uni-Kelpies have unique actions they can perform within range of their lair.

  • As a reaction to a threat or attack, the Uni-Kelpie can fully submerge themselves in any water that is at least one inch deep. While underwater they can be targetted normally. Anyone still touching a Uni-Kelpie is dragged under with them and must succeed a DC-15 Constitution saving throw at the start of each of their turns to avoid drowning.
  • Once per long rest, a Uni-Kelpie in their lair may perform a Seduction check against one target. The target must roll a DC-14 Charisma saving throw to avoid being seduced. If they fail, they do not percieve the Uni-Kelpie as a threat and are compelled to approach it and physically touch the creature.
  • If threatened, but not actively hostile or hunting, a Unicorn may will the water of their lair to lash out at invaders. This deals no direct damage but will force a DC-20 Dexterity save or be knocked back 10 feet and knocked prone.

Habitat: CoastalForestSwamp

TheodoreWylder

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