ability_mods: cha_mod: 4 con_mod: 3 dex_mod: 2 int_mod: -1 str_mod: 5 wis_mod: 3 ac: 21 ac_special: null alignment: NE automatic_abilities: null description: 'Kelpies are malevolent amphibious fey shapechangers intent on luring mortals to their doom. These cruel predators lurk in and around areas of water, slightly preferring freshwater over saltwater. Kelpies lure or drag their prey underwater then drown and devour them, leaving behind only the victim''s heart and liver— the only parts of a meal kelpies find unpleasant. Kelpies are fond of magically disguising itself as fine steeds or attractive strangers to draw in victims, but its true appearance takes the form of a hideous equine with slimy, green flesh resembling aquatic plants. **__Recall Knowledge - Fey__ (__Nature__)**: DC 19' hp: 60 hp_misc: null immunities: null items: null languages: - Aquan - Common - Sylvan level: 4 melee: - action_cost: One Action damage: formula: 2d6+7 type: bludgeoning name: jaws plus_damage: - formula: null type: Grab to_hit: 13 traits: null name: Kelpie perception: 11 proactive_abilities: - action_cost: Two Actions 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. critical_success: The creature is unaffected and is temporarily immune to Captivating Lure for 24 hours. description: "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 DC 23 Will saving throw. \n\ \n" effect: null effects: null 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. frequency: null full_description: null generic_description: null name: Captivating Lure range: null raw_description: "**Captivating Lure** [Two Actions] (__concentrate__, __emotion__,\ \ __enchantment__, __incapacitation__, __mental__, __primal__) 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 DC 23 Will saving throw. \n\n**Critical Success** The creature\ \ is unaffected and is temporarily immune to Captivating Lure for 24 hours. \n\ \n**Success** The creature is __stupefied 1__ for 1 round and is then temporarily\ \ immune to Captivating Lure for 24 hours. \n\n**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. \n\n**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." requirements: null success: The creature is stupefied 1 for 1 round and is then temporarily immune to Captivating Lure for 24 hours. traits: - concentrate - emotion - enchantment - incapacitation - mental - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 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 Strikes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**__Change Shape__** (__concentrate__, __polymorph__, __primal__, __transmutation__) 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 Strikes.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 12 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +11 - low-light vision size: Large skills: - bonus: 11 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Deception ' - bonus: 10 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 154 page_stop: null speed: - amount: 35 type: Land - amount: 35 type: swim spell_lists: null traits: - NE - Large - Amphibious - Fey type: Creature weaknesses: - amount: 5 type: cold iron