Medium Fey, Lawful Evil
AC 15    Initiative +3 (13)
HP 110 (13d8 + 52)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 16 +3 +6
DEX 17 +3 +3
CON 18 +4 +7
Mod Save
INT 12 +1 +1
WIS 14 +2 +5
CHA 14 +2 +5
Skills Deception +5, Insight +5, Perception +8
Resistances Cold
Immunities Fire, Poison; Poisoned
Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 18
Languages Infernal, Telepathy 120 ft.
CR 5 (XP 1,800; PB +3)
Traits

Barbed Hide. At the start of each of its turns, the kelpie deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it.

Magic Resistance. The kelpie has Advantage on saving throws against spells and other magical effects.

Amphibious. The bog kelpie can breathe both air and water.

 

Actions

Multiattack. The kelpie makes one Claws attack and one Tail attack, or it makes two Drown attacks.

Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws.

Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 + 3) Slashing damage.

Drown (Recharge 5-6). The kelpie targets one creature it can see that is either immersed or adjacent to at least 3 ft. of water. The target must succeed on a DC 14 Strength saving throw or begin to drown. On a failed save, the creature takes 10  (3d6) bludgeoning damage and runs out of breath. The creature repeats the saving throw at the end of its turns, taking the same damage on a failure and ending the effect on a success. Moving away from water does not end the effect.

Habitat: Planar (Nine Hells)

AarontheArcane

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