Kelpie — Fey Water Horse of Rivers and Lochs

A kelpie is a predatory fey water horse that lures travellers close, traps riders against its slick hide, and carries them into deep water to drown. It prefers deception to pursuit: a calm horse beside a lonely loch, an exhausted stranger at a ford, or a familiar voice calling from reeds after dark.
This entry treats the kelpie as the smaller, more common river-and-loch predator. The far more dangerous Each Uisge is a related but distinct water horse with its own entry.
At a Glance
| Creature | Kelpie |
| Type | Fey, shapechanger, aquatic |
| Typical alignment | Chaotic Evil |
| Habitat | Rivers, lochs, marsh pools, millponds, flooded quarries and lonely fords |
| Hunting method | Lure, disguise, clinging hide, drowning drag |
| Default 5.5e challenge | CR 2 |
| Related creature | Each Uisge, the larger and deadlier loch water horse |
What a Kelpie Does
Kelpies hunt by making danger look harmless. On land they usually take the shape of a handsome riding horse whose coat is wet even in dry weather. Some take humanoid form when speech or seduction will bring prey closer. Their first goal is not to win a fight. It is to make someone touch, mount or follow them.
Once a victim is close enough, the kelpie clamps them to its body or seizes them and dives for deep water. It knows every reed bed, submerged shelf, snagged net and sudden drop in its territory. A kelpie that loses the advantage retreats through water and waits for another chance rather than fighting to the death on open ground.
Signs of a Kelpie
- Wet hoofprints begin at the water and stop where no horse trail continues.
- A fine horse appears untethered beside a dangerous crossing and shows no fear of strangers.
- Reeds bend beneath something large moving against the current.
- Tack, boots or fishing gear wash ashore without the missing person.
- Livestock vanish first; people disappear after the community grows used to blaming the water.
Choose your rules edition below. The 5.5e / 2024 version opens by default; select another tab to switch mechanics.
Kelpie — 5.5e / 2024-Compatible

Large Fey (Shapechanger), Typically Chaotic Evil
Armor Class 14 (natural armor)
Initiative +2
Hit Points 51 (6d10 + 18)
Speed 60 ft., Swim 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 15 (+2) | 16 (+3) | 10 (+0) | 14 (+2) | 14 (+2) |
Saving Throws Dex +4, Wis +4
Skills Deception +4, Perception +4, Stealth +4
Damage Resistances Cold
Senses Darkvision 60 ft., Passive Perception 14
Languages Scottish Gaelic, Primordial, Sylvan
Challenge 2 (450 XP) Proficiency Bonus +2
Traits
Amphibious. The kelpie can breathe air and water.
Shapechanger. As a Bonus Action, the kelpie transforms into a Large riding horse, a Medium humanoid, or its true fey form. Its statistics are unchanged, except that its walking Speed is 30 feet in humanoid form. It reverts to its true form when it dies.
Clinging Hide. When a Medium or smaller creature willingly mounts, grabs or closely embraces the kelpie while it is in horse or true form, the creature must succeed on a DC 13 Strength saving throw or have the Grappled condition (escape DC 13). The kelpie can have one creature Grappled this way at a time.
Slippery. The kelpie has Advantage on ability checks and saving throws made to escape the Grappled or Restrained condition.
Actions
Multiattack. The kelpie makes two attacks, using Bite or Hooves in any combination.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage.
Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage.
Drowning Drag. The kelpie moves up to its Swim Speed while pulling one creature it has Grappled. This movement does not reduce the kelpie’s Speed. If the movement ends with the target submerged, normal rules for holding breath and suffocation apply.
Luring Whinny (Recharge 5–6). Each Humanoid of the kelpie’s choice within 30 feet that can hear it must succeed on a DC 12 Wisdom saving throw or have the Charmed condition until the end of the kelpie’s next turn. A charmed target must use its Reaction, if available, to move up to its Speed toward the kelpie by the safest available route.
Kelpie — 5e / 2014
Large fey, chaotic evil
Armor Class 14 (natural armor)
Hit Points 32 (5d10 + 5)
Speed 60 ft., swim 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 15 (+2) | 12 (+1) | 13 (+1) | 16 (+3) | 12 (+1) |
Skills Perception +5
Damage Resistances cold, poison
Senses darkvision 60 ft., passive Perception 15
Languages Aquan, Scottish Gaelic, Sylvan
Challenge 2 (450 XP)
Amphibious. The kelpie can breathe air or water.
Magic Resistance. The kelpie has advantage on saving throws against spells and other magical effects.
Mounting Challenges. A humanoid can briefly tame the kelpie with a successful DC 15 Wisdom (Animal Handling) check. On a success, the kelpie obeys commands for 1 minute but never takes an action that would knowingly harm itself.
Shapechange. As a bonus action, the kelpie changes into a Large riding horse or a Medium humanoid form. Its statistics are unchanged, except that its walking speed is 30 feet in humanoid form.
Slippery. The kelpie has advantage on ability checks and saving throws made to escape a grapple.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Hooves (Horse Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Drown. When the kelpie hits a creature with Bite, it can grapple that target (escape DC 13) and drag it underwater.
Kelpie — Pathfinder 1e

Kelpie CR 4
XP 1,200
NE Large fey (aquatic, shapechanger)
Init +7; Senses low-light vision; Perception +13
Defense
AC 16, touch 12, flat-footed 13 (-1 size, +3 Dex, +4 natural)
hp 38 (7d6+14)
Fort +4, Ref +8, Will +6
Resist fire 10
Offense
Speed 60 ft., swim 50 ft.; Space 10 ft.; Reach 5 ft.
Melee 2 slams +5 (1d8+2 plus grab)
Special Attacks captivating lure
Statistics
Str 15, Dex 16, Con 15, Int 8, Wis 12, Cha 17
Base Atk +3; CMB +6 (+10 grapple); CMD 19
Feats Alertness, Deceitful, Improved Initiative, Weapon Finesse
Skills Bluff +15, Disguise +15, Perception +13, Sense Motive +13, Stealth +13, Swim +10
Languages Aquan, Scottish Gaelic, Sylvan; telepathy 1 mile with creatures previously touched
SQ amphibious, change shape
Captivating Lure (Su). Once per day, the kelpie targets one creature within 60 feet. The target must succeed on a DC 16 Will save or become captivated, perceiving the kelpie as a desirable person in danger or, in horse form, a valuable steed. The victim moves toward the kelpie by the most direct route and does not regard water as dangerous. A dangerous route such as fire or a cliff grants a second save. While within 5 feet of the kelpie, the victim offers no resistance to its attacks. This is a mind-affecting charm effect; the save DC is Charisma-based.
Environment any water
Organization solitary or shoal (2–5)
Treasure standard
Kelpie — 3.5e
Large Fey (Aquatic, Shapechanger)
| Hit Dice | 6d6+12 (33 hp) |
| Initiative | +6 |
| Speed | 60 ft., swim 50 ft. |
| Armor Class | 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 |
| Space/Reach | 10 ft./5 ft. |
| Base Attack/Grapple | +3/+9 |
| Attack | Slam +4 melee (1d8+2 plus grab) |
| Full Attack | 2 slams +4 melee (1d8+2 plus grab) |
| Special Attacks | Captivating lure, improved grab |
| Special Qualities | Amphibious, change shape, low-light vision |
| Saves | Fort +4, Ref +7, Will +7 |
| Abilities | Str 15, Dex 15, Con 15, Int 10, Wis 14, Cha 15 |
| Skills | Bluff +11, Disguise +11, Listen +11, Spot +11, Swim +10 |
| Feats | Alertness, Improved Initiative, Weapon Finesse |
| Environment | Temperate and cold aquatic |
| Organization | Solitary |
| Challenge Rating | 4 |
| Alignment | Usually chaotic evil |
Captivating Lure (Su). Once per day, one creature within 60 feet must succeed on a DC 15 Will save or move toward the kelpie by the most direct route. Entering obvious hazards grants a second save, but ordinary water does not. The effect ends if the kelpie is slain or the victim moves more than 1 mile away. The save DC is Charisma-based.
Change Shape (Su). A kelpie can assume the form of a riding horse or a Small or Medium humanoid. In horse form it retains its swim speed and supernatural abilities.
Amphibious (Ex). A kelpie can breathe air and water.
Running a Kelpie in Play
A kelpie encounter works best when the water matters before initiative is rolled. Give the shore a shape: a rotten jetty, reed beds, deep channels, fishing nets, submerged roots, loose stones or an undertow. The creature should know exactly where the safe footing ends.
Its priorities are simple. First, isolate one victim. Second, make that victim touch or follow it. Third, reach deep water. If the party keeps everyone roped together, blocks the water or refuses the lure, the kelpie has lost the encounter it wanted and should change tactics or retreat.
Bargaining with a Kelpie
Kelpies are predators, but an intelligent one can bargain when food, territory or survival is at stake. Useful terms include forbidding night fishing in one reed bed, returning objects taken from drowned victims, marking a dangerous ford, driving away a rival water creature, or providing livestock instead of human prey. Such bargains remain dangerous because the kelpie interprets promises literally and remembers every broken condition.
No Lair Actions Required
A normal kelpie does not need lair actions or regional effects. Its lair is dangerous because of terrain, concealment, cold water and the creature’s knowledge of the shoreline. Use stronger supernatural territory effects for the Each Uisge or an exceptional ancient kelpie.
Adventure Pressure
The Lake That Counts
A voice beneath a village lake begins reciting the names of everyone who drowned there. Then it starts naming living villagers one day before they disappear. The kelpie has learned that names, memories and recovered belongings make excellent bait.
The Bridle on the Gate
A farmer hangs a silver-mounted bridle above the village gate and insists it once compelled the local kelpie to plough. The bridle vanishes, the river rises overnight, and wet hoofprints lead to three different houses.
The Miller’s Bargain
A mill has prospered for generations because its owners kept an old river compact. The current miller stopped paying the price. Machinery jams, workers vanish, and the kelpie now demands that the forgotten agreement be honoured in public.
Folklore and Historical Tradition
Scottish tradition places kelpies in lochs, pools and rivers, usually as water spirits that take horse form. A tame-looking animal waits on land, but anyone who mounts it is carried into the water and lost. Some stories also give the kelpie a human guise, with waterweed, wet hair or unnatural feet betraying the disguise. Historic Environment Scotland notes that kelpie stories are attached to many bodies of water and also records the warning function of such tales around dangerous water.
The National Trust for Scotland likewise describes the kelpie as a shape-shifting water spirit, normally horse-shaped on land, whose stories could warn children away from hazardous rivers and pools. Related northern European water-horse traditions include the Nix or Wassernixe traditions and Scandinavian water spirits. These are related traditions, not interchangeable names for one identical creature.
The Scottish Each Uisge is kept separate here. It fills the same broad water-horse niche but is presented as a larger and more dangerous loch predator rather than simply another name for the ordinary kelpie.
Related Entries
- Each Uisge — the larger, deadlier Scottish water horse
- Glaistig — Scottish fey of streams, glens and lonely places
- Selkie — seal-shifting coastal fey
- Nixie / Wassernixe — water fey and river spirits
- Fossegrim — Norwegian waterfall spirit
- Fey creature type
- Celtic Creatures
- World Bestiary
- The Realm of Faerie
- Faerie Lakes
- Faerie Waterways
- The Kingdom of Scotland
- The British Isles
- Elemental Plane of Water
Sources and Licensing
Folklore: Historic Environment Scotland — Supernatural Creatures in Scottish Folklore; National Trust for Scotland — A Place for Natural Heritage Folklore.
5.5e / 2024-compatible mechanics: original kelpie adaptation using rules terminology available in System Reference Document 5.2.1. SRD 5.2.1 is released under the Creative Commons Attribution 4.0 International licence.
5e / 2014 source: Monsters of the Wilderness: A Collection of Monsters for 5th Edition, Copyright 2022 Cawood Publishing; Author Andrew Cawood.
Pathfinder 1e source: Pathfinder Roleplaying Game Bestiary 2, © 2010 Paizo Publishing, LLC; authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook and Skip Williams.
