Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Captivating Lure
(concentrate, emotion, enchantment, incapacitation, mental, primal) The kelpie instills an overwhelming attraction to itself within the mind of a single creature within 60 feet. The target perceives the kelpie as a desirable person (if the kelpie is in humanoid form) or a valuable steed (if the kelpie is in equine form) and must attempt a DC 23 Will saving throw. Critical Success The creature is unaffected and is temporarily immune to Captivating Lure for 24 hours. Success The creature is stupefied 1 for 1 round and is then temporarily immune to Captivating Lure for 24 hours. Failure The creature is fascinated, and it must spend each of its actions to move closer to the kelpie as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the kelpie, it either attempts to mount the kelpie (if the kelpie is in equine form) or stays still and doesn't act. If the creature is attacked by the kelpie, or if it can't breathe water and enters an area of water, the creature is freed from captivation at the end of the kelpie's turn. Critical Failure As failure, but the target doesn't consider water a danger and will enter an area of water even if it can't swim or breathe water. If it is attacked by the kelpie or starts to drown, it can attempt a new save at the start of its next turn, but it isn't freed automatically.
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) The kelpie can take on the appearance of any Medium or Large animal of an equine nature (such as a horse, hippocampus, or pony), or any Small or Medium humanoid. This doesn't change its Speeds or its attack and damage modifiers with its Strikes.
Offense
Melee
Circumstance: combat round (melee)
jaws +13 [+8/+3], Damage 2d6+7 bludgeoning plus Grab
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.
Language
Aquan
Common
Sylvan
Perception
low-light vision
Resistance
fire 5
Weakness
cold iron 5