Kelpie

A beautiful human female with long flowing dark hair, emerald eyes, and milky-white skin sits nearby. She is cloaked in a robe of green seaweed.

Kelpie CR 4

XP 1,200
NE Medium plant
Init +6; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 28 (5d8+5)
Fort +5, Ref +3, Will +4
Defensive Abilities reshape form; Immune plant traits; Resist fire 10

OFFENSE

Speed 20 ft., swim 30 ft.
Melee slam +5 (1d4+2 plus grab plus charm touch)
Special Attacks charm (DC 17)

STATISTICS

Str 15, Dex 14, Con 13, Int 8, Wis 13, Cha 17
Base Atk +3; CMB +5 (+9 to grapple); CMD 17
Feats Improved Initiative, Iron Will, Skill Focus (Bluff)
Skills Bluff +7, Perception +5, Stealth +6, Swim +12
Languages Aquan, Common; telepathy 1 mile (see below)
SQ amphibious

SPECIAL ABILITIES

Charm (Su)

Once per day, a kelpie can produce an effect identical to the charm monster spell (caster level 9th). The target can make a DC 17 Will save to avoid the effects. If the save fails, the victim believes the kelpie to be a very beautiful and attractive creature, and attempts to move as quickly as possible toward the kelpie.

The kelpie can automatically grapple a charmed foe and attempts to drown the victim. A charmed foe does not resist the kelpie’s embrace, and the drowning attempt does not allow an additional save. Female creatures are immune to the kelpie’s charm ability; only males can be affected. The charm is negated if the victim dies, the kelpie dies, or dispel magic, greater dispelling, miracle, or wish is cast on the victim. If the save is successful, the target cannot be affected by that kelpie’s charm or charm touch for 24 hours.

The save DC is Charisma-based and includes a +2 racial bonus.

Charm Touch (Su)

On a successful slam attack, a kelpie’s target must make a DC 17 or be charmed as described under the charm ability above. This effect does not stack with that ability.

Reshape Form (Su)

A kelpie’s natural form is that of a mass of dark green seaweed. It can assume three other forms. The first is a Small or Medium female humanoid. The second form is a hippocampus (see that entry). The third form is a Large green horse. In each form, the kelpie retains all of her special abilities. She does not truly alter her form (such as shapechangers do), she simply reshapes her body. In all of her forms, the kelpie’s skin/fur has a greenish cast, and her features are slightly distorted. The kelpie’s ruse can be detected if an opponent who is not charmed succeeds on a DC 10 Perception check.

Telepathy (Su)

A kelpie can communicate telepathically to a range of 1 mile with any creature she has touched.

ECOLOGY

Environment any aquatic
Organization solitary or bed (1-4)
Treasure standard

In their true form, kelpies are indistinguishable from normal seaweed. They are found in saltwater and freshwater, swamps, fens, and stagnated underground pools and lakes. Sages and scholars believe the kelpies were created by an evil water elemental goddess. In her human guise, a kelpie appears as a beautiful female with long flowing dark hair, emerald eyes, and soft, pale skin. She is cloaked in robes of seaweed or wears nothing at all. A kelpie often assumes a semi-human form in which her lower torso is composed entirely of seaweed.

Kelpies lie in wait for their foes, and when a target moves within range, they reshape their form to appear human (in most cases, they take the form of a drowning woman) so as to lure the target closer. If the ruse is not detected and the opponent moves within 5 feet of the kelpie, she attacks, attempting to charm and drown her victim. Drowned foes are taken back to the kelpie’s lair and devoured.

Section 15: Copyright Notice

Kelpie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Lawrence Schick.

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