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I'm a Plant. (I thought they called guys like you fruits?)
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<blockquote data-quote="BOZ" data-source="post: 67476" data-attributes="member: 1241"><p><strong>KELPIE</strong></p><p></p><p>Medium-Size Plant (Aquatic)</p><p>Hit Dice: 5d8 (22 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 20 ft, swim 30 ft</p><p>AC: 19 (+2 Dex, +7 natural)</p><p>Attacks: Slam +7 melee</p><p>Damage: Slam 0</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Charm, improved grab</p><p>Special Qualities: Plant, alter shape, telepathy, fire resistance 20</p><p>Saves: Fort +4, Ref +3, Will +1</p><p>Abilities: Str 18, Dex 14, Con 11, Int 8, Wis 10, Cha 19</p><p>Skills: Swim +10</p><p></p><p>Climate/Terrain: Any aquatic and underground</p><p>Organization: Solitary or bed (1-4)</p><p>Challenge Rating: 4</p><p>Treasure: Standard</p><p>Alignment: Always neutral evil</p><p>Advancement: 6-10 HD (Medium-Size); 11-15 HD (Large)</p><p></p><p>Kelpies are evil shapechanging seaweed creatures that exist to drown foolish males. In its basic form, the kelpie appears as a mass of animate green seaweed. This aquatic plant is able to alter its shape to a more desirable form which, combined with its charm power, allows it to accomplish its evil task.</p><p> Kelpies are normally found on or slightly below the surface of saltwater oceans. They are very adaptable though, and can be found in any body of water, even in dismal swamps or subterranean grottoes. They are rarely encountered on land, but never far from a body of water.</p><p> One legend of kelpies tells that they were created by a vengeful sea god to punish men who had not given him his rightful dues. This god apparently spared women of this curse since they were rarely sailors at that time. Another legend tells that they were created by Olhydra, the Elemental Princess of Water, who made women immune to the kelpies charm out of deference for her own gender.</p><p></p><p>COMBAT</p><p>Kelpies are virtually helpless in combat situations. A kelpie will lie in wait for a humanoid male, then uses its shape altering powers to disguise itself, to entice the hapless victim into its clutches. One of its favorite tactics is to appear as a drowning woman, but it also can appear as a land creature in need of help. Kelpies are cunning and prefer to pick off stragglers, or lone travelers if possible. The kelpie takes drowned victims back to its lair to consume them.</p><p> Charm (Su): Once per day, a kelpie can cast a powerful charm (Will save DC 18) on a humanoid male. If the victim fails his save, the kelpie's altered form appears to be the most perfect, desirable form he could imagine. He comes to the kelpie, intending to hold or possess it, leaping into the water if the kelpie is underwater. When the victim is submerged, the kelpie wraps itself around the victim as he gleefully drowns. This charm lasts until the victim drowns or the kelpie dies, or if the charm is negated magically.</p><p> Charm victims who are capable of breathing water will still happily entwine themselves with the kelpie. The plant creature is confused by this, they do not stop the victim's offered protection, and actually appreciate this new companion.</p><p> Victims charmed while the kelpie is on land will protect the kelpie, even if his companions attack it. The kelpie will eventually lead the victim to a body of water to attempt to drown him.</p><p> Improved Grab (Ex): To use this ability, the kelpie must hit with both of its slam attacks. If it gets a hold, it grapples its opponent until he dies. If the victim is charmed, he does not resist and the kelpie's slams hit automatically.</p><p> Alter Shape (Ex): The kelpie has the inherent ability to alter the shape of its form. It prefers a form that would be suitable to humanoid males, such as an attractive female of the victim's race, or a valuable prized equine mount, like a horse or hippocampus. The kelpie's form is still green seaweed, and in daylight hours the disguise is obviously just a grotesque mockery. Transformed kelpies can walk on dry land for up to 3 hours.</p><p> Telepathy (Su): Kelpies can communicate telepathically with their victims, in any language that the victim knows.</p><p> Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.</p><p> Skills: Kelpies receive a +6 racial bonus to Swim checks.</p><p></p><p>The kelpie first appeared in the Fiend Folio (1981), then in the second Monstrous Compendium MC2 (1989), and in the Monstrous Manual (1993).</p></blockquote><p></p>
[QUOTE="BOZ, post: 67476, member: 1241"] [b]KELPIE[/b] Medium-Size Plant (Aquatic) Hit Dice: 5d8 (22 hp) Initiative: +2 (Dex) Speed: 20 ft, swim 30 ft AC: 19 (+2 Dex, +7 natural) Attacks: Slam +7 melee Damage: Slam 0 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Charm, improved grab Special Qualities: Plant, alter shape, telepathy, fire resistance 20 Saves: Fort +4, Ref +3, Will +1 Abilities: Str 18, Dex 14, Con 11, Int 8, Wis 10, Cha 19 Skills: Swim +10 Climate/Terrain: Any aquatic and underground Organization: Solitary or bed (1-4) Challenge Rating: 4 Treasure: Standard Alignment: Always neutral evil Advancement: 6-10 HD (Medium-Size); 11-15 HD (Large) Kelpies are evil shapechanging seaweed creatures that exist to drown foolish males. In its basic form, the kelpie appears as a mass of animate green seaweed. This aquatic plant is able to alter its shape to a more desirable form which, combined with its charm power, allows it to accomplish its evil task. Kelpies are normally found on or slightly below the surface of saltwater oceans. They are very adaptable though, and can be found in any body of water, even in dismal swamps or subterranean grottoes. They are rarely encountered on land, but never far from a body of water. One legend of kelpies tells that they were created by a vengeful sea god to punish men who had not given him his rightful dues. This god apparently spared women of this curse since they were rarely sailors at that time. Another legend tells that they were created by Olhydra, the Elemental Princess of Water, who made women immune to the kelpies charm out of deference for her own gender. COMBAT Kelpies are virtually helpless in combat situations. A kelpie will lie in wait for a humanoid male, then uses its shape altering powers to disguise itself, to entice the hapless victim into its clutches. One of its favorite tactics is to appear as a drowning woman, but it also can appear as a land creature in need of help. Kelpies are cunning and prefer to pick off stragglers, or lone travelers if possible. The kelpie takes drowned victims back to its lair to consume them. Charm (Su): Once per day, a kelpie can cast a powerful charm (Will save DC 18) on a humanoid male. If the victim fails his save, the kelpie's altered form appears to be the most perfect, desirable form he could imagine. He comes to the kelpie, intending to hold or possess it, leaping into the water if the kelpie is underwater. When the victim is submerged, the kelpie wraps itself around the victim as he gleefully drowns. This charm lasts until the victim drowns or the kelpie dies, or if the charm is negated magically. Charm victims who are capable of breathing water will still happily entwine themselves with the kelpie. The plant creature is confused by this, they do not stop the victim's offered protection, and actually appreciate this new companion. Victims charmed while the kelpie is on land will protect the kelpie, even if his companions attack it. The kelpie will eventually lead the victim to a body of water to attempt to drown him. Improved Grab (Ex): To use this ability, the kelpie must hit with both of its slam attacks. If it gets a hold, it grapples its opponent until he dies. If the victim is charmed, he does not resist and the kelpie's slams hit automatically. Alter Shape (Ex): The kelpie has the inherent ability to alter the shape of its form. It prefers a form that would be suitable to humanoid males, such as an attractive female of the victim's race, or a valuable prized equine mount, like a horse or hippocampus. The kelpie's form is still green seaweed, and in daylight hours the disguise is obviously just a grotesque mockery. Transformed kelpies can walk on dry land for up to 3 hours. Telepathy (Su): Kelpies can communicate telepathically with their victims, in any language that the victim knows. Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. Skills: Kelpies receive a +6 racial bonus to Swim checks. The kelpie first appeared in the Fiend Folio (1981), then in the second Monstrous Compendium MC2 (1989), and in the Monstrous Manual (1993). [/QUOTE]
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