Large Fey (Shapechanger), Any Chaotic Alignment
Armor Class 10 Natural armor
Hit Points 13 (2d10 + 2)
Speed 35 ft., Swim 60 ft. Must be in water over 10ft. in depth.
STR
16 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
7 (-2)
Saving Throws STR +5, CON +3
Skills Athletics +3, Stealth +2
Damage Vulnerabilities Fire
Damage Resistances Force
Damage Immunities Cold
Senses Darkvision Up to 60ft., Passive Perception 10
Languages Common, Sylvan, Telepathy within 25ft.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Amphibious. The Capail uisce do not possess gills but they are able to hold their breath for 16 (2d8+3) minutes

Adhesive skin. Any melee attack or contact with the creature will cause the attacker to make a strength saving throw (DC 12) or else become grappled.

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

 

Actions

Hooves. Natural Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 7 (2d6 + 2) bludgeoning damage. 

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6+3)
piercing damage.

Body Slam. Melee Attack: +4 to hit, reach 10 ft., one target. Hit: 12(2d8 + 4)
bludgeoning damage. If the target is a medium or smaller creature, the target becomes grappled (escape DC 14).

Multiattack. Action. The Capall makes two attack with its hooves.

Charm. Action. The target must succeed on a DC 12 Wisdom saving throw or be charmed by the Capall for 1 round. Target must roll disadvantage if within 5ft. of a large water source

Undercurrent. Action. When in water, a Capall can create a dangerous undercurrent to push all targets within 5 ft of it away. Everyone who is affected has to succeed on a DC 11 Dexterity saving throw or take 9 (2d8+1) cold damage. 

Reactions

Chase. If a target chooses to retreat, a Capall 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

Capaill uisce (Singular: Capall) are a species of carnivorous Water Horse that haunt beaches during the Autumn season, sometimes making their way inland. Other than their predatory appearance, they look and behave much like a common horse....unless you get too close.

They can be tamed if one is brave (or foolish) enough.

Lair and Lair Actions

The Capaill uisce lair is everywhere water is more than 10ft. in depth within 50ft. This includes water of extensive depth up to 175ft

Lair Actions

When a Capall has been attacked near it's lair, it may roll to charm any creature within a 20ft radius. All targets must succeed an DC 14 WIS saving throw or be charmed.

Monster Tags: Misc CreatureShapechangerfey

Habitat: CoastalGrasslandUnderwater

Strong_Bow

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