| 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 |
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.
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.
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