Kelpie
Fey · Crown of Deception
T2d6Minor
Drowning horse illusions, kelpies lure to bogs, weeds pulling under.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 11 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 8 | - | - |
| Sense | 16 | - | - |
| Heart | 14 | - | - |
| Cunning | 18 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Seaweed Shape
Breathes air and water. Can appear as a beautiful horse, a pile of seaweed, or its true tangled form; motionless among the weeds it is indistinguishable from them.
Maneuvers
Drowning Grasp
Tendrils grab a creature and drag it up to 10 ft toward deep water. A held creature underwater cannot breathe and takes 1 Vigor damage at the start of each of its turns. Body save (DC 13) to tear free.
Seductive Lure
One creature that can see its horse guise makes a Heart save (DC 13) or spends its next turn moving toward the kelpie to touch it, and saves against Drowning Grasp at disadvantage for 1 round.
Tactics
GM tactics
Appears as a beautiful horse near water. Lures victims close with illusions. Grapples and drags into deep water to drown. Feeds on drowned corpses.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.