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)
STR | DEX | CON | INT | WIS | CHA |
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).