Much like the Merrow, this creature has been rummaging around in the back of my mind for the better part of 25 years. I just never could get it the way I wanted it. I think today is that day! One of the true monsters of Celtic myth and legend, I present to you the Nuckelavee.
Nuckelavee
Large Monstrosity (Aquatic)
Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Chaotic [Neutral Evil]
Movement: 90' (30') [9"]
Swim: 180' (60') [18"]
Armor Class: 6 [13]
Hit Dice: 8d8+8* (44 hp)
Large: 8d10+8* (52 hp)
THAC0: 9 (+10)
Attacks: 2 claws or weapon + Breath Weapon
Damage: 1d4+3 x2 or 1d8+3,
Special: Breath weapon (fetid gas), dark vision
Save: Monster 8
Morale: 10 (NA)
Treasure Hoard Class: None
XP: 1,200 (OSE) 1,240 (LL)
Str: 18 (+3) Dex: 13 (+1) Con: 15 (+1) Int: 10 (0) Wis: 10 (0) Cha: 4 (-2)
The nuckelavee is a monster in the truest sense of the word. It appears to be a large horse with a human rider, but closer inspection reveals the true horror of the creature. The "rider" and "horse" are the same creature. The "human" part has a huge grinning mouth with arms that are so long that its claws drag the ground. The "horse" part has legs that end in both fins and hooves, giving it the ability to move about on land and the sea. The "horse" head has one huge eye in the middle of its forehead. The entire creature is skinless and the muscles and sinew are visible. The creature is covered in black blood.
The nuckelavee hates all life and will attack anything in its path. It prefers to stay in the salt-water sea, freshwater is treated like acid to it (1d4 hp of damage per vial), so it will not come ashore when it is raining. It hates the smell of burning seaweed and will come ashore to put out any fires burning seaweed and kill whoever is doing the burning.
Nuckelavee will attack with their claws most times. They are capable of wielding weapons and will choose a club or spear, but they prefer to use their own claws. They are strong (Strength 18) but only average intelligence (10). The worst attack of the nuckelavee is their fetid breath. From their horse head, they can breathe out a fetid poisonous gas that affects all in a 60' long, 30' wide (5' base) cone. Victims must save vs. Poison. Those at or under 7 HD must save or take 4d8 hp damage (save for half), those over 7 HD save or take 2d8 hp of damage (save for none). Anyone failing the save will incapacitate for 2d8 rounds and unable to move or attack.
Nuckelavee prefer the flesh of warm-blooded creatures. It ignores merrows and selkies, though they can usually out-swim the nuckelavee in the sea and outrun them on the land.
Water Horses
The nuckelavee would be a natural enemy to the kelpie and likewise, save for the fact that nuckelavees can not enter fresh water and kelpies rare venture out into the sea. There seems to be a relationship between the nuckelavee and the each-uisge. The nuckelavee is also related, somewhat distantly, to the nøkk, though both creatures refuse to acknowledge this. The best way to offend a nøkk is to ask if it is a nuckelavee. Kelpies, each-uisge, nuckelavees, and nøkks are all either descended from a common creature or have all adapted similar forms as a means of capturing prey.
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Returning today are the Ability scores. I played around with them a bit more and have been getting some feedback so I wanted to pull them back out. I think I am going to keep them in the stat block.
This creature is large and therefore has two lines for HD/hp. In my games I will use the increased hp total.
All in all I am happy with this one!