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KelpieCreature 4


NELargeAmphibiousFey
Source Pathfinder Bestiary 2
Perception +11 (low-light vision)
Languages Aquan, Common, Sylvan
Skills Athletics +11, Deception +14, Stealth +10
Str +5, Dex +2, Con +3, Int -1, Wis +3, Cha +4

AC 21; Fort +11; Reflex +12; Will +14;
HP 60
Speed 35 feet (swim 35 feet)
Weaknesses Coldiron 5
Resistances Fire 5

Jaws One Action +13 (+8, +3) to hit 2d6+7 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

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.


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.

Change Shape One Action (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.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Fey

Creatures of the First World are called the fey.