FREQUENCY: Very rare ([Temperate
Civilized Swamp])
FREQUENCY: Very rare ([Temperate
Wilderness Swamp])
FREQUENCY: Very
rare ([Temperate Freshwater Surface], [Temperate Freshwater Depths])
FREQUENCY: Very
rare ([Temperate Saltwater Surface], [Temperate Saltwater Depths])
FREQUENCY: Very
rare ([Tropical Civilized Swamp])
FREQUENCY: Very
rare ([Tropical Wilderness Swamp])
FREQUENCY: Very
rare ([Tropical Freshwater Surface], [Tropical Freshwater Depths])
FREQUENCY: Very
rare ([Tropical Saltwater Surface], [Tropical Saltwater Depths])
NO. APPEARING: 1-4
ARMOR CLASS: 3
MOVE: 9" // 12"
HIT DICE: 5
% IN LAIR: 70%
TREASURE TYPE: [D]
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low-average
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE: IV | 165
+ 5
SAVES: 11.12.13.13.14
Kelpies are a form of intelligent
aquatic plant life that, in their own shape,
rather resemble a pile of
wet weed.
They are able to shape their
bodies into any form they choose,
and will often assume the
aspect of a beautiful human
in order to lure men into deep waters.
They have also been known to take the shape of a horse.
However, though the form
may be changed, the substance still resembles
green seaweed
and the effect is somewhat grotesque.
To counter this, the kelpie
can cast one powerful charm spell per day.
If the victim does not save
vs. Spells (at -2) he will perceive the
kelpie as the most wonderful,
perfect and desirable woman (or steed,
perhaps) and will willingly
leap into the water to join her (or gain it).
The kelpie will wrap itself
around the charmed man, he will attempt
to inhale water and sink
with the kelpie in an ecstasy of drowning. If
left alone, he will happily
drown and be dragged off to the kelpie’s
lair to be consumed. Even
if the kelpie cannot physically reach the
charmed victim, he will
still try to swim downward and breathe
water. If the charming kelpie
is killed, the spell will be broken immediately.
Charmed victims attempting
to drown themselves will
suffer 2-20 hit points of
damage per melee round until they either
surface for air or perish.
For some reason, females
are immune to the spell of the kelpie.
Lejend has it that this
is so because kelpies were created by the seagod
as punishment for those
men who are rash enough to sail the
oceans without paying their
lord his proper respect. Women were not
involved in these transgressions
and thus did not incur the sea-lord’s
ill will. Others say that
Olhydra,
the Elemental Princess of Evil Water
Creatures, created the kelpies
and rendered females immune in proper
regard for her own gender.
Besides the oceans and the
seas, kelpies will also be found in dismal
swamps and stagnant subterranean
grottos; occasionally they will be
found in almost any deep
body of water, wen man-made. They can
leave the water to walk
on land for short periods of time (1-3 hours
maximum).
Due to their slimy wetness,
fire attacks do only half damage on
kelpies (none if a save
is made).
Kelpies are very cunning
and will try to pickoff stragglers, lone watchmen
or tail-end members of groups
if at all possible.
by Lawrence Schick