D&D 3E/3.5 Kelpie 3.5 version

lordaurther

First Post
I visted the catalog and saw the 3.0 version and being an old schooler thought I'd update it to 3.5 and alter more towards its original form.

Kelpie(3.5 version)

Medium-Size Plant (Aquatic)
Hit Dice: 5d8+5 (27 hp)
Initiative: +4 (Dex)
Speed: 20 ft, swim 40 ft
AC: 17 (+4 Dex, +3 natural)
Attacks: Nil
Damage: Nil
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Charm
Special Qualities: Plant, reshape form, amphibious, telepathy, fire resistance
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 10, Dex 19, Con 12, Int 8, Wis 13, Cha 18
Skills: Disguise +4, Hide +4, Listen +2, Move Silently +4, Spot +2, Swim +6
Feats: Extend Spell (Charm Monster), Spell Focus (Charm Monster)
Climate/Terrain: Any aquatic and underground
Organization: Solitary or bed (1-4)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral evil
Advancement: 6-10 HD (Medium-size); 11-15 HD (Large)

Kelpies in their true form are indistinguishable from normal seaweed. However, when prey is detected (males only as a kelpie’s charm doesn’t affect females), the kelpie alters her shape and attempts to lure her prey in.
They are found in saltwater and freshwater, swamps, fens, and stagnated underground pools and lakes. Sages and scholars believe the kelpies to have been created by the Sea Godsas punishment for those men rash enough to sail the oceans without paying their lord his proper respect. Women were not involved in these transgressions and thus did not incur the Sea-lord’s ill will. Others say that Olhydra, the Elemental Princess of Evil Water Creatures created the kelpies and rendered all females immune in proper regard to her own gender.
Combat: Kelpies lie in wait for their foes (most often males) and when a target moves within range, the kelpie reshapes her form to appear human (in most cases she takes 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 drown her victim. Drowned foes are taken back to the kelpie’s lair and devoured.
Charm (Su): Once per day, as charm monster cast by a 5th-level sorcerer (Will save DC 20). If the save fails, the victim believes the kelpie to be a very beautiful and attractive creature. The kelpie can automatically grapple a charmed foe (no grapple check is required). Charmed victims are drowned. 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.
Fire Resistance: Due to their slimy wetness, fire attacks do half damage (none if a saving throw is made).
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
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-size female humanoid. The second form is a hippocampus (q.v.). The third form is a Large, green horse. In each form, the kelpie retains all of her special abilities. She doesn’t truly alter her form (like shapechangers do); she simply reshapes her body. In all of her forms, the kelpie’s skin/fur is dark green and her features are grotesque and slightly distorted. The kelpie’s ruse can be detected if an opponent succeeds at a Spot check (DC 5).
Amphibious (Ex): Kelpies can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 85 in the DMG).
Telepathy (Su): Kelpies can communicate telepathically with any creature she has touched.
The Kelpie first appeared in the FF (1981).
 

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A cool write up, though I do prefer a Fey version of the Kelpie, myself. It was my impression that the weed form was more for camo than a true form.
 

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