Kelpie

Medium plant, Neutral Evil

Armor Class

14 (natural armor)

Hit Points

67 (9d8+27)

Speed

walk 10 ft., swim 30 ft.

Skills

Perception +3, Stealth +4

Damage Resistances

fire, bludgeoning, piercing

Condition Immunities

blinded, deafened, exhaustion

Senses

blindsight 60 ft.

Languages

Common, Sylvan

Challenge

4

Amphibious

The kelpie can breathe air and water.

Seaweed Shape

The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its statistics are otherwise unchanged. The disguise is convincing, unless the kelpie is in bright light or the viewer is within 30 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if takes a bonus action to do so or if it dies.

False Appearance

While the kelpie remains motionless in its true form, it is indistinguishable from normal seaweed.

Actions

Multiattack

The kelpie makes two slam attacks.

Slam

Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).

Drowning Hypnosis

The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie maintains concentration, up to 10 minutes (as if concentrating on a spell). The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water. If the charmed target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks. Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the kelpie or drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this kelpie's hypnosis for the next 24 hours.

Kelpie

Medium fey, chaotic evil

Armor Class

14 (natural armor)

Hit Points

27 (5d8 + 5)

Speed

20 ft., swim 40 ft.

Skills

Perception +5

Damage Resistances

cold, poison

Senses

darkvision 60 ft.

Languages

Common, Sylvan

Challenge

2

Amphibious

The kelpie can breathe air or water.

Magic Resistance

The kelpie has advantage on saving throws against spells and other magical effects.

Mounting Challenges

The kelpie can be tamed briefly. A humanoid must make a successful DC 15 Animal Handling check. If successful, the humanoid can command the kelpie for 1 minute. However, the fey will not take any action that would harm itself.

Shapechange

The kelpie can use a bonus action to polymorph into a Large riding horse or back into its true humanoid form. Its statistics, other than its size, are the same in either from. Any equipment it is wearing or carrying isn't transformed. It reverts back to its humanoid form if it dies.

Slippery

The kelpie has advantage on ability checks and saving throws made to escape a grapple.

Actions

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Hooves (Horse Form)

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Drown

The kelpie can choose to grapple (escape DC 13) a target they hit with a bite attack and drag it underwater.