Shadow Kelpie
Description: The creature washed up on the riverbank is a Shadow Kelpie, a malevolent aquatic entity known for its ability to shape-shift into a fine, coal black desert stallion when out of water. Its appearance is slightly desiccated, adding to the confusion and mystery about its true nature. The kelpie has glowing blue eyes and an aura of malevolence that hints at its dark origins.
Stats (Adapted from Kelpie and other aquatic monsters):
- Type: Fey (Aquatic)
- Size: Large
- Armor Class: 14 (Natural Armor)
- Hit Points: 84 (13d10 + 13)
- Speed: 30 ft., swim 40 ft.
- Abilities:
- Strength: 18 (+4)
- Dexterity: 16 (+3)
- Constitution: 12 (+1)
- Intelligence: 6 (-2)
- Wisdom: 12 (+1)
- Charisma: 14 (+2)
Skills:
- Stealth: +5
- Perception: +4
Senses:
- Darkvision: 60 ft.
- Passive Perception: 14
Languages: Understands Common and Sylvan but can't speak
Challenge: 5 (1,800 XP)
Traits:
- Amphibious: The Shadow Kelpie can breathe air and water.
- Shapechanger: The Shadow Kelpie can use its action to polymorph into a coal black desert stallion or back into its true aquatic form. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
- Charm: When in stallion form, the Shadow Kelpie can use its action to try to magically charm a creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be charmed by the kelpie for 1 hour. The charmed target regards the kelpie as a trusted friend to be heeded and protected. Although the target isn't under the kelpie's control, it takes the kelpie's requests or actions in the most favorable way it can. Each time the kelpie or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect ends 1 hour or until the kelpie dies or is on a different plane of existence from the target.
Actions:
- Multiattack: The Shadow Kelpie makes two attacks: one with its bite and one with its hooves (if in stallion form) or one with its tendrils and one with its bite (if in aquatic form).
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
- Tendrils (Aquatic Form): Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained.
- Hooves (Stallion Form): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage.