1. Creatures

Shadow Kelpie

Armor Class 15 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 40 ft., Swim 40ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 13 (+2) 16 (+3)

Senses darkvision 60 ft., passive Perception 14
Languages Sylvan
Challenge 4 (1100XP)

Amphibious. The kelpie can breathe air and water.
Innate Spellcasting. Viscous Composition
Mimicry. The kelpie can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

Stat block

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.