KING
Kelpie

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)

AC1111 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind8--
Sense16--
Heart14--
Cunning18--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

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

Maneuver

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.

Maneuver

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.