Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.
The Kelpie is a Level 4 creature, with Armor Class 21 and 60 hit points. The kelpie is a malevolent aquatic fey that assumes the form of a majestic horse or an alluring humanoid to lure the unwary.
Captivating Lure (2 actions) (concentrate, emotion, 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 magnificent 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. Change Shape (1 action) (concentrate, polymorph, primal). 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. The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block. Grab (1 action). Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained. Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
60 hit points.
Level 4.
AC 21.
Speed 35 ft., swim 35 ft.
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