Kelpie
Kelpies are evil water spirits that inhabit rivers, lakes, and coastlines in northern Europe. In their true form, they appear as horses made up of water, but can also take the form of attractive young humanoids in order to entice their victims closer to the water. Kelpies will attempt to restrain their targets and drag them into the nearest body of water where they then drown and devour their victims, leaving the entrails of their most recent meal on the shore.
Taming a Kelpie. Kelpies that are summoned by magic or who sense a kinship with a (usually evil) humanoid might be temporarily used as mounts. A creature must succeed on a DC 18 Animal Handling check to tame a kelpie for 1 hour. A tamed or summoned kelpie can use its “Sticky” feature to its rider’s advantage. A creature mounted on a kelpie cannot be unseated against its will.
Kelpie
Large fey, chaotic evil
Armor Class: 14 (natural armor)
Hit Points: 39 (6d10 + 6)
Speed: 40 ft., swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 15 (+2) | 13 (+1) | 6 (-2) | 12 (+1) | 12 (+1) |
Skills: Stealth +4
Damage Resistances: acid, cold, poison
Senses: darkvision 60 ft., passive perception 11
Challenge: 2 (450 XP) Proficiency: +2
Features
Water Form: The kelpie can move through a space as narrow as 1 inch wide without squeezing.
Water Walk: While in its true form, the kelpie can run along the surface of water as if it were solid ground.
Sticky: A creature that touches the kelpie or hits it with a melee attack while within 5 feet of it becomes stuck. While stuck it is restrained, and when the kelpie moves, the stuck creature moves with it. A stuck creature can try to escape by using its action to make a DC 12 Strength check.
Actions
Hooves (true form only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Charm (human form only): The kelpie targets one humanoid it can see within 30 feet. If the target can see the kelpie, the target must succeed on a DC 14 Wisdom saving throw or be charmed by the kelpie for 1 minute. The charmed target regards the kelpie as a trusted friend and follows the kelpie’s mental suggestions, but is not under the kelpie’s control. Each time the kelpie does something harmful to the target or its allies, the target may repeat the saving throw, ending the effect on itself with a success.
Change Shape: The kelpie magically polymorphs into a humanoid or back to its true form. In its human form, it appears as an attractive young person, except with hooves instead of feet. It reverts to its true form if it dies. Its stats remain the same regardless of its form.
Source attribution and license
Silk Road's Guide to Seafaring, printed pages 196.