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Kelpie

This hideous humanoid creature has slimy, transparent skin; webbed, humanoid hands; and a snaggle-toothed, horse-like face.

Kelpie CR 4

XP 1,200
NE Medium fey (aquatic, shapechanger)
Init
+7; Senses low-light vision; Perception +13

DEFENSE

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp
38 (7d6+14)
Fort
+4, Ref +8, Will +6
Resist
fire 10

OFFENSE

Speed 40 ft., swim 40 ft.
Melee
2 slams +6 (1d6+2 plus grab)
Special Attacks
captivating lure

STATISTICS

Str 15, Dex 16, Con 15, Int 8, Wis 12, Cha 17
Base Atk
+3; CMB +5 (+9 grapple); CMD 18
Feats
Alertness, Deceitful, Improved Initiative, Weapon Finesse
Skills
Bluff +15, Disguise +15, Perception +13, Sense Motive +13, Stealth +13, Swim +10
Languages
Aquan, Common, Sylvan; telepathy (1 mile, previously touched creatures only)
SQ
amphibious, change shape (hippocampus or horse, beast shape IV; Small or Medium humanoid, alter self )

SPECIAL ABILITIES

Captivating Lure (Su)

Once per day, a kelpie can use a powerful mental attack to lure in a single creature within 60 feet. The target must make a DC 16 Will saving throw or become captivated by the kelpie, thinking it is a desirable woman in mortal danger or (if in hippocampus or horse form) a valuable steed. A victim under the effects of the captivating lure moves toward the kelpie using the most direct means available. If the path leads it into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril; the victim does not consider water a dangerous area, and will enter the water even if it cannot swim or breathe. A captivated creature can take no actions other than to move toward the kelpie and defend itself, even if it is drowning. A victim within 5 feet of the kelpie simply stands and offers no resistance to its attacks. This effect continues as long as the kelpie is alive and the victim is within 1 mile of the kelpie. This is a mind-affecting charm effect. The save DC is Charisma-based.