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
