
Following the Second Wizarding War and the Battle at Hogwarts, return to the magical world that enchanted a generation. Not all of Voldemort's Supporters have been caught. A new movement of Pure Blood Supremacy is attempting to pick up where the Dark Lord left off. Will you join them, or stand and fight for the good of all Magical Kind? Headmistress McGonagall awaits your return owl.
Played | 44 times |
Cloned | 7 times |
Created | 27 days ago |
Last Updated | 11 days ago |
Visibility | Public |

Description
A malevolent magical beast of water, the Kelpie is a shapeshifting horror found in lochs, rivers, and murky ponds. It lures victims with its deceptive forms, dragging them to a watery grave with immense strength and magical control over water and plants.
Size | Large |
Type | Fey |
CR | 6 |
XP | 2300 |
Languages | Sylvan, Aquan |
Armor Class | 16 |
HP Range | 95 - 125 (Avg: 110) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Drowning Embrace
Description: The Kelpie lunges, attempting to pull a victim into its watery grasp. Effect: If hit, the target is grappled (escape DC equal to the Kelpie's spell save DC) and pulled 10 feet into the water (if applicable). While grappled in this way, the target is restrained and begins to drown if they cannot breathe underwater. The Kelpie can only grapple one creature at a time with this attack. Damage: 2d8 + Proficiency Bonus (Bludgeoning) if the target struggles or tries to escape while grappled.
Entangling Weeds
Description: The Kelpie conjures thorny, magical waterweeds that spring from the water, attempting to bind a foe. Effect: Targets a creature within 30 feet. If hit, the target is restrained by the weeds (escape DC equal to the Kelpie's spell save DC). The weeds can be cut (AC 10, 5 HP, vulnerable to fire damage). Damage: 1d6 + Proficiency Bonus (Piercing) if the target tries to break free without assistance.
Muddy Mire (Recharge 5-6)
Description: The Kelpie stomps or thrashes, turning a 15-foot radius of water around it into a thick, clinging mire. Effect: All creatures in the area must make a Strength (Athletics) saving throw or have their movement speed halved and be disadvantaged on Dexterity saving throws until they move out of the area or the Kelpie stops concentrating. This area persists as long as the Kelpie concentrates (up to 1 minute). Damage: No initial damage, but it sets up other attacks.
Water Whip
Description: The Kelpie lashes out with a sudden torrent of water, forming a powerful, stinging whip. Effect: A direct strike that can target an individual or be used to disarm. Damage: 2d6 + Proficiency Bonus (Bludgeoning)