habitat: River, Lake

origin: Celtic, Scottish, Irish


Large fey, chaotic neutral
  • Armor Class 16 (natural armor)
  • Hit Points 300 (30d10 + 120)
  • Speed 50 ft., swim 50ft.
  • STR
    22 (+6)
  • DEX
    16 (+3)
  • CON
    18 (+4)
  • INT
    14 (+2)
  • WIS
    16 (+3)
  • CHA
    22 (+6)
  • Saving Throws Str +12, Wis +16, Cha +12
  • Skills Athletics +6, Deception +12, Perception +9
  • Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
  • Senses Passive Perception 19
  • Challenge 20 (25,000 XP)
  • Change Appearance. The Kelpie can use an action to transform into a humanoid of its choosing. The Kelpie has advantage on all Charisma (Deception) checks while in its humanoid form.
  • Legendary Resistances (3/day). If the Kelpie fails a saving throw, it can choose to succeed it instead.
  • Regeneration. If the Kelpie begins its turn submerged in water, it regains 20 hit points.
  • Watery Form. Whenever a melee attack hits the Kelpie, the Kelpie can use its reaction to grapple the creature using its body. While grappled this way, the creature moves with the Kelpie. A grappled creature can use an action to make a contested Strength (Athletics) check to end the grappled condition.


  • Multiattack. The Kelpie can use it’s Drowning Pool then make three attacks, two with its hooves and one bite attack.
  • Hoof. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed 10 feet away and knocked prone.
  • Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 6) piercing damage.
  • Drowning Pool. The Kelpie unleashes a whirlpool of water that pulls all creatures towards it. Any creature within 20 feet must make a DC 16 Strength saving throw or suffer 4d10 bludgeoning damage and be pulled 20 feet towards the Kelpie.

Legendary Actions

The Kelpie can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.

  • Charge. The Kelpie makes one Hoof Attack and moves 20 feet.
  • Bite. The Kelpie makes one Bite Attack.
  • Born of the Sea (Costs 2 Actions). The Kelpie’s body becomes entirely made of water. Until the start of the Kelpie’s next turn it gains resistance to all damage. While underwater, the Kelpie is also Invisible.

This creature was printed from

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