Another "revised" monster today. This one though is a revision of a monster that appeared back in the AD&D Fiend Folio from 1981. Now I loved the Fiend Folio. While the Monster Manual was the first D&D book I ever looked at, the Fiend Folio was the first hardcover monster book I ever bought. I would use it with my Basic and Expert Sets (Moldvay/Cook) and that would be my game.
One creature though I more or less ignored until I began reading Celtic myths was the Kelpie.
Now in the Fiend Folio, the monster Kelpie is a plant-like creature that is only superficially related to the Scottish Kelpie. In fact, the creature in the FF has more to do with kelp (as in seaweed) than a kelpie. So I figure I would update the creature a bit.
Kelpie
aka Water Horse
Medium Fey (Aquatic, Monstrous)
Frequency: Very Rare
Number Appearing: 1 (1d4)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
Swim: 120' (40') [12"]
Armor Class: 3 [16]
Hit Dice: 6d8+6* (33 hp)
THAC0: 12 (+7)
Attacks: grab
Damage: NA
Special: Charm, Shapeshift, Water breathing
Save: Monster 6
Morale: 8 (10)
Treasure Hoard Class: XIX (D)
XP: 650 (OSE) 680 (LL)
The kelpie, also known as a water horse, is a shape-shifting creature of the fey that lures men to their watery lairs to their deaths. The kelpie can appear as a beautiful woman, a handsome lad, a magnificent horse, or in its true form, a skinless, blood and slime-coated monster that combines the features of both humanoid and horse. They live in dark and dangerous rivers and fast-moving streams.
The kelpie can only attack with its charming song which attacks like a powerful Charm Person spell. The kelpie will charm the person to approach her, in either her nymph or horse form. Once she gets her victim into the water she wraps herself around them with her strong limbs and drags them to the bottom of her lair where they drown. Victims are allowed a save vs. Spells at a -2 due to the power of the kelpie's song. Once in the "arms" of the kelpie, the victim will need to make a simple Strength check (roll a d20 to roll under their strength score). They may attempt this in the first round they are underwater. They may recheck each round at a cumulative +2 penalty (added to their roll) each round hereafter. So +2 in round two, +4 in round three. Once the penalty is greater than the victim's strength they drown.
A kelpie in humanoid or horse form can move about the land but are recognizable by a few signs. In humanoid form, their hair always seems wet and they will wear a silver chain around their neck. In equine form, their hooves will appear to be backward from that of normal horses. They must return to their watery lair each new moon. While in their humanoid or equine shape they may be "turned" by a cleric. This turning treats them as a 6 HD creature, but they are not undead. On a successful turning check, the Kelpie will revert back to their normal form and must get to her watery lair. All charm effects she has cast at that point end.
The Kelpie appears to be related to the nøkk of colder more northern waters. They share a certain number of similarities, but the nøkk is not evil.
Each-uisge. This creature is related to the kelpie and is if anything more monstrous and evil. Where the kelpie lives in rivers and streams, the each-uisge lives in lakes (lochs). While it is unknown what the kelpie does with the humans she kills, the each-uisge has been known to eat its prey.
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Updates.
In the description line, the kelpie gets both an Aquatic and a Monstrous descriptor.
Since the Kelpie has better than average strength (14 in this case) I updated my THAC0 calculations to support Strength bonuses. This will not change most of my monsters since most have average strength. But it will change others and give monsters in this book an edge over their counterparts in other books. Of course, the Kelpie doesn't cause HP damage so her strength is not a factor in that.
This is also one of the first "Variations" I have posted that don't require a full second set of stats, like the Faun and Greater Faun from last Wednesday. The each-uisge is essentially the same creature, stats-wise, just from a different location and temperament.
Contrast this with the nøkk which is a similar creature but of a completely different temperament and nature. While I could have used the same stats (and they are similar) they are different enough to make them a completely separate entry. This means I should do a Nuckelavee too.