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Kelpie ~ CR 4

A beautiful human female with long flowing dark hair, emerald eyes, and milky-white skin sits nearby. She is cloaked in a robe of green seaweed.

Environment: Any lake, any river

Organization: 1-5


Proficiency Score: +5

Medium; Neutral/Principle; aquatic, fey, humanoid


Armor Class: 20 (+2 Dex, +3 Natural, +5 Proficiency Score)

Hit Points: 63 (7d8+8)

Speed: 20 feet, Swim 30 feet

Initiative: +2 (advantage)


STRDEXCONINTWISCHA
15 (+2)14 (+2)13 (+1)8 (–1)13 (+1)17 (+3)

Saves: 

  • Fortitude +6
  • Reflex +2
  • Will +6

+1d6 against effects with the magical or supernatural tags

Skills: 

  • Athletics +7
  • Deception +8 (advantage)
  • Perception +6
  • Stealth +7

Immunities:

  • Effects with the electricity, polymorph, or psychic tags
  • Poison, and sleep
  • Paralysis and Stunned conditions

Resistances:

  • 10 against effects with the fire tag

Senses: Passive Perception 16

Languages: Aquan, Common


Hold Breath (30 minutes). A Kelpie can hold its breath for up to 30 minutes before it risks drowning.

Lure. Once per 24 hours, as a single action, a Kelpie can use a supernatural attack to lure in a creature within 60 feet. The target must make a DC 18 Will save or become captivated by the Kelpie, thinking it is a desirable person in mortal danger. A creature under the effects of this ability moves toward the Kelpie using the most direct means available. If the path leads it into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. The one exception is that a creature does not consider water a dangerous area and will enter the water even if it cannot swim or breathe in water. A creature thus captivated can take no actions other than to move towards the Kelpie and defend itself, even if it is drowning. A captivated creature within 5 feet of the Kelpie simply stands and offers no resistance to the Kelpie’s attacks. This effect continues as long as the Kelpie is alive, and the captivated creature is within 1 mile of the Kelpie. This has the psychic and supernatural tags.

Actions

Slam. Melee Strike +7/+2/-3 (unarmed) 4d6+2 bludgeoning damage and inflict the Grabbed condition (DC 18).