The Wizarding World  world illustration - Low Fantasy theme
Low Fantasy

The Wizarding World

B
BardCollegeFreshman

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.


Author's Note: I hope you enjoy the map of the Wizarding World. I did my best to make it the most accurate representation that I could with my limited resources. Please let me know your feedback and if you have any suggestions or recommendations for the world.
Played44 times
Cloned7 times
Created
27 days ago
Last Updated
11 days ago
VisibilityPublic
Kelpie
CR 6Large Fey
Kelpie
HP Range95 - 125 (Avg: 110)
AC16
XP2300

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.

Details
SizeLarge
TypeFey
CR6
XP2300
LanguagesSylvan, Aquan
Defenses
Armor Class16
HP Range95 - 125 (Avg: 110)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

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)

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service