Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: soldier
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Action
Claw
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Action
Hoof
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone.
Action
Multiattack
The nuckelavee makes three attacks: one with its bite and two with its claws. If both claws hit the same target, the target must make a DC 17 Strength or Dexterity saving throw or the nuckelavee steals a worn or carried item from the creature other than a magic weapon. If a creature could start a grapple with the nuckelavee, it can choose to retrieve an item instead.
Action
Overrun
The nuckelavee moves up to its speed. It can move through the spaces of Medium and smaller creatures during this movement; each time it does, it can make a hoof attack against that creature. If it uses its movement later on the same turn, it can also overrun creatures in this way during that movement. The nuckelavee can't attack the same creature more than once on the same turn this way.
Legendary Action
Kick
The nuckelavee makes a hoof attack.
Legendary Action
Slashing Lunge (Costs 2 Actions)
The nuckelavee makes two claw attacks on a single target. If both hit, the target must make a DC 17 Strength or Dexterity saving throw or the nuckelavee steals a worn or carried item from the creature other than a magic weapon. If a creature could start a grapple with the nuckelavee, it can choose to retrieve an item instead.
Legendary Action
Steal Luck
The nuckelavee steals the luck of a creature it can see within 120 feet. The creature must succeed on a DC 18 Wisdom saving throw or it is cursed with bad luck. For as long as it remains cursed, attack rolls against the creature are made with advantage and the target has disadvantage on attack rolls to hit the nuckelavee. The curse ends when the nuckelavee ends the effect or dies or when the target receives a remove curse spell.
Reaction
Stolen Destiny
When the nuckelavee is hit by an attack or fails a saving throw, it can end its Steal Luck legendary action on one creature within 120 feet that it can see as a reaction. If it does, instead the attack misses or the nuckelavee succeeds on the saving throw.
Special
Charge
If the nuckelavee moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the attack deals an extra 16 (3d10) piercing damage.
Special
Glimpse Destiny
The nuckelavee can innately cast divination at will while it has stolen a creature's luck.
Special
Magic Weapons
The nuckelavee's weapon attacks are magical.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
bite
10 (1d8+6 plus
Action
mwk longsword
11 (1d8+9/19-20)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Breath Weapon|Disease|Frightful|Presence
No more than once every 1d4 ronuds, a nuckelavee's breath weapon is a cone of withering foulness that causes painful welts, cramps, and bleeding, and only harms living creatures- this damage bypasses all energy resistance and damage reduction. Non-creature plants in the area are affected as if by a blight spell. Any creature that fails its Breath save against the breath weapon must make a Death save or contract mortasheen (see below).
Special
|Breath Weapon|Disease|Frightful|Presence
Mortasheen: Contact; Save Death; frequency 1/day; effect 1d4 Constitution damage and target is fatigued; cure 2 consecutive saves. Animals suffer -4 penalty on their saves against this disease.
Special
|Breath Weapon|Disease|Frightful|Presence
Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Dodge
Action
Feat 2
Lightning Reflexes
Action
Feat 3
Lightning Stance
Action
Feat 4
Mobility
Action
Feat 5
Spring Attack
Action
Feat 6
Wind Stance
Action
Melee 1
mwk longsword +11 (1d8+9/19-20)
Action
Melee 2
bite +10 (1d8+6 plus disease)
Action
Melee 3
2 hooves +5 (1d6+3 plus disease)
Special
3/day
control water, diminish plants, obscuring mist
Special
Breath Weapon (Su)
A nuckelavee's breath weapon is a cone of withering foulness that causes painful welts, cramps, and bleeding, and only harms living creatures-this damage bypasses all energy resistance and damage reduction. Non-creature plants in the area are affected as if by a blight spell. Any creature that fails its Reflex save against the breath weapon must make a DC 21 Fortitude save or contract mortasheen (see below). The save DC is Constitution-based.
Special
Disease (Su)
Mortasheen: Contact; save Fort DC 21; onset immediate; frequency 1/day; effect 1d4 Con and target is fatigued; cure 2 consecutive saves. Animals take a -2 penalty on their saves against this disease. The save DC is Constitution-based.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Attack of Opportunity [Reaction]
Ability
Breath Weapon
(disease, necromancy, poison, primal) The nuckelavee breathes a 30-foot cone of foulness, dealing 8d6 negative damage (DC 28 basic Fortitude save) to living creatures in the area. A creature that fails also takes 2d6 persistent bleed damage. The nuckelavee can't use Breath Weapon again for 1d4 rounds.
Ability
Frightful Presence
(aura, emotion, fear, mental) 30 feet, DC 25
Ability
Mortasheen
(disease) The target can't recover from the fatigued condition caused by mortasheen until the disease is cured. Mortasheen gains the virulent trait against animals and plants; Saving Throw DC 28 Fortitude; Stage 1 Carrier with no ill effect (1 day); Stage 2 drained 1 and fatigued (1 day); Stage 3 drained 2 and fatigued (1 day); Stage 4 dead
Ability
Primal Innate Spells
DC 28; 5th control water; 3rd stinking cloud
Ability
Purity Vulnerability
Unpolluted fresh water burns a nuckelavee like acid, dealing 1d6 damage to it and causing it to be sickened 2. A nuckelavee can't heal from damage when it's in an area that isn't polluted (subject to GM discretion).
Ability
Rituals
DC 28; 4th blight
Ability
Trample
Medium or smaller, hoof, DC 28
Offense
Melee
Circumstance: combat round (melee)
bastard sword +21 [+16/+11] (magical, reach 10 feet, two-hand d12), Damage 2d8+12 slashing plus 1d6 poison and mortasheen
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Fey
Creatures of the First World are called the fey.
This giant, vaguely humanoid fiend is draped in tattered, bloody rags that drag along the ground. Its arms split at the elbow into six separate arms, each with a clawed hand. Pauldrons of black feathers adorn its shoulders.
Each nuckelavee is a greedy fiend, eager to collect any magic item or resource it can use to further its eventual ascension into a fiend lord. It is not above stealing the good luck of its allies to fuel its own continued rampage. For this reason, other fiends tend to dislike the nuckelavee, and thus it is usually encountered alone.
Fate Stealer. Although magic items interest a nuckelavee greatly, it is just as intrigued by the fate and destiny of mortal creatures, which it can steal even more easily. When it steals the luck of a creature with an influential destiny, the nuckelavee learns more about the movings of the cosmos and comes one step closer to its apotheosis. It also gets vague glimpses of the great and terrible things that a creature it has stolen from might accomplish, and can use these visions to set into motion complex schemes to get power that its victim would have rightfully earned were it not for the nuckelavee's interference.
Despoiler of Waters. An incarnation of rot, ruin, despair, and waste, the nuckelavee wallows in the waters of lands its legions have despoiled, tainting them with fiendish diseases, hazards, and poisons (see Ravaged Lands on page 122).
Legions. Nuckelavees typically serve as generals and elite scouts for the Cocytus, Styx, and Tartarus legions.
This towering quadruped has two clawed, gangly arms dangling down below its equine maw. A cloud of wet stink follows it.
5e SRD