CR 5
kelpie
Large fey, chaotic evil
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Armor class 13
Hit points 120
Speed 60ft 60ft swim
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Str 20 (+5) dex 16 (+3) con 16 (+3) int 12 (+1) wis 12 (+1) chr 18 (+4)
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Skills Deception +7 Persuasion +7 Perception +4
Damage resistance cold
Damage vulnerability silvered weapons
Language- common Sylvan
Senses passive perception 14 Darkvison 60ft
Challenge 5
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Water horse
The Kelpie can breathe both underwater and on land.
The kelpie’s bite and hooves are not made with disadvantage.
While under water the Kelpie can make both a bite and hooves attack as part of it’s attack
Adhesive skin
When a creature touches the kelpie or hits it with an unarmed strike the kelpie can choose to make the creature stick to its skin, while stuck to the kelpie the creature is grappled.
A grappled creature can make a DC 20 str save as an action to break free of the grappled or cut off the stuck Body part as an action to break free
Horse power
Any creature grappled by the kelpie moves with the kelpie when it moves.
The kelpie moves normally while moving with grappled creatures
Long horse
The kelpie can grow longer to grapple more creatures with Adhesive skin. The kelpie can grow to a maximum of 50ft long with this ability
Drown
When the kelpie hits a creature underwater with a melee attack the creature must make dc 16 con save. On a failed save cut the creature’s hold breath time by half.
actions
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Bite: melee attack, +8 to hit, one target range 5ft, 2d10+5 piercing
Hooves: melee attack, +8 to hit, one target range 5ft, 2d6+5 bludgeoning
On a hit the target must make a Dc 16 str save or be knocked prone.
Underwater meal
The kelpie can use its action to eat an unconscious creature underwater.
It takes the kelpie 1 full turn to eat a creature of size medium or smaller, and 1 more turn for each size above medium
Human form
As an action the kelpie can transform into a human form, while in this form the kelpie as a 30ft walk and swim speed, and it can’t use its bite attack