Large Fey (Changeling, Merfolk, Shapechanger, Shifter), Chaotic Evil
Armor Class 13 Natural Armor
Hit Points 50 (7d10 + 15)
Speed 50 ft., Swim 60 ft.
STR
22 (+6)
DEX
16 (+3)
CON
17 (+3)
INT
10 (+0)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws WIS +4, CHA +3
Skills Deception +15, Perception +13
Damage Vulnerabilities Acid, Fire
Damage Resistances Poison
Damage Immunities Fire
Condition Immunities Charmed, Frightened
Senses Darkvision 60ft, Tremorsense 60ft, Passive Perception 17
Languages Telepathy With Bonded <100ft, understands Common, Deep, Elvish, and Sylvan but can’t speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Amphibious: The kelpie can breathe air and water.

Bonding. The steed can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the steed bonds with a different creature or until the bonded creature dies. While bonded, the steed and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.

llusory Appearance: The kelpie covers itself with a magical illusion that makes it look like a majestic white horse or an intimidating black steed. The illusion ends if the kelpie takes a bonus action to end it or if it dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the kelpie could appear to have a clean mane, but someone touching it would feel its wet kelp. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern that the kelpie is disguised.

Fey Resistance. The Kelpie has advantage on saving throws against illusion magic and is immune to charm effects. Magic cannot put the Kelpie to sleep.

Sticky Skin. The Kelpie adheres to anything that touches it. A Huge or smaller creature adhered to the Kelpie is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

Grappler. The Kelpie has advantage on attack rolls against any creature grappled by it.

Charge. If the Kelpie moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the kelpie can make another attack with its hooves against it as a bonus action.

Weakness to Iron. when the Kelpie comes in contact with iron it deals 7 (2d6) fire damage and loses its reaction

 

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Trample. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (3d6+2) bludgeoning damage.

Fey Charm. The kelpie targets one humanoid or beast that it can see within 30 feet of it. If the target can see the kelpie, it must succeed on a DC 15 Wisdom saving throw or be magically charmed. The charmed creature regards the kelpie as desirable and must make every attempt to approach the kelpie. Although the target isn't under the kelpie's control, it takes the kelpie's requests or actions in the most favorable way it can.

Bonus Actions

Amphibious Rampage. The Kelpie while in water can use its bonus action to dash up to half its movement (swim speed).

Bite. Melee Weapon Attack:+6 to hit, reach 5 ft., 1 target. Hit: 9 (2d4 + 4) piercing damage. When within range, the Kelpie can whip it's head out in an attempt to bite.

Reactions

Drown: When the kelpie succeeds in restraining a creature, it may plunge the creature under the water as a reaction. A creature may survive under the water for (1+Constitution modifier) rounds, (minimum of one). If the creature does not escape within its time, it falls unconscious and loses half its Hit Points every round. The drowning creature may attempt to escape as an action by making a DC 15 Strength saving throw. Should the kelpie be attacked or move, the restrained condition and drowning attempt ends.

Shove. If the Kelpie is targeted by a melee attack it may use its reaction to force the attacker to make a (DC 17) strength saving throw or fall subject to the Sticky Skin trait

Chase. If a target chooses to retreat, a Kelpie may choose to chase after as a reaction. Target must succeed on a (DC 10) DEX saving throw or take 10 (2d8+1) bludgeoning damage.

Description

A kelpie is a shape-changing aquatic fae. Kelpies are said to haunt rivers and streams, usually in the shape of a horse. But beware…these are malevolent spirits!

One of the water-kelpie's common identifying characteristics is that its hooves are reversed as compared to those of a normal horse.

When a kelpie appeared in its equine persona without any tack, it could be captured using a magically imbued halter, and its strength could then be harnessed in tasks such as the transportation of heavy items

They are weak to fire when dry, but immune when in their preferred environments.

These creatures are carnivorous with a naturally adhesive hide of moss and a long mane and tail of kelp that is easy to get tangled in. Their teeth are needle sharp. They are seldom in their natural state, rather they are cloaked in their illusory appearance thanks to their fey heritage. The viewer will see them as either a beautiful white pony or an intimidating black stallion, whichever is more likely to lure their preferred prey... humanoids. 

Previous Versions

Name Date Modified Views Adds Version Actions
4/16/2023 8:17:35 PM
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4/17/2023 11:57:14 AM
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4/23/2023 9:19:09 PM
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Monster Tags: Shapechangerfeybeast companion

Habitat: CoastalSwampUnderdarkUnderwater

kacyaj

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