Monster Dossier

Kelpie

Kelpie is a fantasy monster entry from source B2.

Level 4

Traits

nelargeamphibiousfey

Rules & statistics

Monster Profile

Perception

11

Senses

  • Name
    low-light vision

Languages

Languages
  • aquan
  • common
  • sylvan

Skills

Athletics
11
Deception
14
Stealth
10

Ability Mods

Str
5
Dex
2
Con
3
Int
-1
Wis
3
Cha
4

Defenses

Ac
21
Saving Throws
Fort
11
Ref
12
Will
14
Hp
  • Hp
    60
Weaknesses
  • Amount
    5
    Name
    cold iron

Speed

Walk
35
Swim
35

Attacks

  • Range
    Melee
    Name
    jaws
    Attack
    13
    Effects
    • Grab
    Damage
    2d6+7 bludgeoning plus Grab
    Types
    • bludgeoning

Abilities

  • Activity
    Number
    2
    Unit
    action
    Traits
    • concentrate
    • emotion
    • enchantment
    • incapacitation
    • mental
    • primal
    Entries
    • The kelpie instills an overwhelming attraction to itself within the mind of a single creature within 60 feet. The target perceives the kelpie as a desirable person (if the kelpie is in humanoid form) or a valuable steed (if the kelpie is in equine form) and must attempt a 23 Will saving throw.
    • Type
      successDegree
      Entries
      Critical Success
      The creature is unaffected and is temporarily immune to Captivating Lure for 24 hours.
      Success
      The creature is stupefied 1 for 1 round and is then temporarily immune to Captivating Lure for 24 hours.
      Failure
      The creature is fascinated, and it must spend each of its actions to move closer to the kelpie as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the kelpie, it either attempts to mount the kelpie (if the kelpie is in equine form) or stays still and doesn't act. If the creature is attacked by the kelpie, or if it can't breathe water and enters an area of water, the creature is freed from captivation at the end of the kelpie's turn.
      Critical Failure
      As failure, but the target doesn't consider water a danger and will enter an area of water even if it can't swim or breathe water. If it is attacked by the kelpie or starts to drown, it can attempt a new save at the start of its next turn, but it isn't freed automatically.
    Name
    Captivating Lure
  • Activity
    Number
    1
    Unit
    action
    Traits
    • concentrate
    • polymorph
    • primal
    • transmutation
    Entries
    • The kelpie can take on the appearance of any Medium or Large animal of an equine nature (such as a horse, hippocampus, or pony), or any Small or Medium humanoid. This doesn't change its Speeds or its attack and damage modifiers with its Strike||Strikes.
    Name
    Change Shape

Background

Lore

No lore provided.