“Nuckelavee: The Skinless Tide Rider of Plague and Doom”
Skinless Rider of the Black Tide: The Nuckelavee, a plague-bringing sea fiend that rises from the surf to scour the living land with rot, terror, and relentless pursuit.

The Nuckelavee is one of the most dreaded horrors of northern maritime folklore, a monstrous fusion of horse and humanoid said to emerge from the dark seas surrounding the Orkney Islands. A harbinger of pestilence and ecological ruin, the creature spreads disease among livestock, blights crops, and poisons the land wherever it passes. Its skinless body, exposed musculature, and towering, fused anatomy make it a vision of pure nightmare—an embodiment of the sea’s wrath unleashed upon the shore.
Appearance
The Nuckelavee is a towering hybrid horror resembling a massive horse with a grotesque humanoid torso fused seamlessly to its back. Its entire body is completely flayed of skin, exposing glistening red muscle, thick black blood, and pulsing yellow veins beneath the surface.
From the horse’s back rises a bald, corpse-pale humanoid upper body with grotesquely elongated arms that hang nearly to the ground. These arms end in powerful clawed hands capable of grasping prey from several paces away. Its head lolls unnaturally from side to side atop a thick neck, its mouth twisted into a wide, predatory grin filled with uneven teeth. Its eyes burn with a sickly yellow glare, scanning constantly for living creatures.
The monster exudes a suffocating stench of salt, decay, and sickness, and the air around it seems to carry the promise of plague.
Behaviour
The Nuckelavee is a cruel and calculating predator driven by destructive malice. It stalks the edges of civilization under cover of darkness, lingering near farms, villages, and isolated roads before striking. Unlike mindless beasts, it displays a patient, sadistic intelligence—sometimes pursuing victims slowly at first, allowing terror to mount before closing the distance with terrifying speed.
Its mere presence spreads illness and decay, causing animals to sicken and crops to wither long before the creature itself is seen.
Habitat
The Nuckelavee dwells primarily within cold coastal waters, emerging from the sea during moonless nights or violent storms. It favors desolate shorelines, rocky islands, and windswept coastal plains where the sea’s influence is strongest.
Though capable of traveling inland for several miles, it rarely strays far from the ocean that birthed it. Notably, the creature cannot cross running fresh water, and streams or rivers may halt its pursuit.
Modus Operandi
When hunting, the Nuckelavee relies on overwhelming speed and brutal physical force. Its powerful horse body allows it to gallop across beaches and fields with terrifying momentum, while its elongated arms can snatch prey from surprising distances.
It attacks with trampling hooves, crushing blows, and bone-breaking grips, often dragging victims back toward the shoreline. Even when not directly attacking, its presence spreads a supernatural corruption—livestock fall ill, wells sour, and fertile land turns barren after its passage.
Motivation
The Nuckelavee appears driven by a primal compulsion to spread blight, fear, and suffering across the living world. It seems particularly drawn to places of growth and prosperity, as though compelled to destroy vitality wherever it finds it.
Whether born of ancient curses, demonic influence, or the dark will of the sea itself, the Nuckelavee exists as a walking catastrophe—an unstoppable herald of decay rising from the depths.
Nuckelavee 5.5e
Nuckelavee, Pathfinder
Nuckelavee 3.5
Nuckelavee

Large Fiend, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 225 (18d10 + 126)
Speed 50 ft., swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 14 (+2) | 24 (+7) | 10 (+0) | 14 (+2) | 16 (+3) |
Saving Throws Str +11, Con +12, Wis +7
Skills Perception +7, Intimidation +8
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned, diseased
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal, Common
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits
Aura of Pestilence.
A creature that starts its turn within 15 feet of the Nuckelavee must succeed on a DC 18 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the start of its next turn. Crops wither and livestock sicken within this aura.
Skinless Horror.
The Nuckelavee’s flayed body leaks burning ichor. A creature that hits the Nuckelavee with a melee attack while within 5 feet of it takes 7 (2d6) acid damage.
Sea-Born Terror.
While the Nuckelavee is in seawater, it has advantage on attack rolls and saving throws, and its speed increases by 10 feet.
Freshwater Aversion.
The Nuckelavee cannot willingly cross running fresh water such as rivers or streams. If forced into such water, it is frightened until the end of its next turn and must use its movement to leave the water by the safest available route.
Actions
Multiattack.
The Nuckelavee makes two attacks: one with its Grasping Arm and one with its Trampling Hooves.
Grasping Arm.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 22 (3d10 + 6) bludgeoning damage, and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained.
Trampling Hooves.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 21 (3d8 + 6) bludgeoning damage. If the target is prone, it takes an extra 9 (2d8) bludgeoning damage.
Plague Breath (Recharge 5–6).
The Nuckelavee exhales a choking cloud of rot and brine in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much on a successful one.
A creature that fails the saving throw is poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions
Relentless Gallop.
The Nuckelavee moves up to half its speed without provoking opportunity attacks.
Legendary Actions
The Nuckelavee can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Nuckelavee regains spent legendary actions at the start of its turn.
Detect.
The Nuckelavee makes a Wisdom (Perception) check.
Hoof Strike.
The Nuckelavee makes one Trampling Hooves attack.
Corrupting Pulse (Costs 2 Actions).
The Nuckelavee releases a wave of pestilent energy. Creatures of its choice within 15 feet must succeed on a DC 18 Constitution saving throw or take 10 (3d6) poison damage.
Terrifying Pursuit (Costs 2 Actions).
The Nuckelavee moves up to its speed toward a creature it can see.
Lair Actions (Coastal Domain)
When encountered near its shoreline territory, the Nuckelavee can invoke the corruption of the sea. On initiative count 20 (losing initiative ties), it can cause one of the following effects:
• Blighting Wind. A foul sea-wind sweeps through the area. Creatures of the Nuckelavee’s choice within 30 feet must succeed on a DC 16 Constitution save or take 7 (2d6) poison damage.
• Brine-Slick Ground. A 20-foot-radius area becomes difficult terrain as the ground becomes slick with brine and rot.
• Rotting Stench. The air fills with choking decay. Creatures other than fiends have disadvantage on Constitution checks and saving throws until the next round.
Nuckelavee

CR 14
XP 38,400
CE Large outsider (aquatic, evil, extraplanar)
Init +6; Senses darkvision 60 ft., scent; Perception +23
Defense
AC 28, touch 11, flat-footed 26 (+2 Dex, +17 natural, –1 size)
hp 210 (20d10+100)
Fort +17, Ref +14, Will +16
DR 10/good
Immune disease, poison
Resist cold 10, acid 10
Weaknesses freshwater aversion
Offense
Speed 50 ft., swim 40 ft.
Melee
slam +26 (2d10+10 plus grab),
2 hooves +24 (2d8+5)
Space 10 ft.; Reach 10 ft. (15 ft. with slam)
Special Attacks aura of pestilence, plague breath, trample (2d8+15, DC 27)
Statistics
Str 30, Dex 15, Con 21, Int 12, Wis 18, Cha 20
Base Atk +20; CMB +31 (+35 grapple); CMD 43
Feats
Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Toughness, Weapon Focus (slam), Weapon Focus (hoof)
Skills
Intimidate +28, Perception +23, Sense Motive +22, Survival +22, Swim +30
Languages Abyssal, Common
SQ sea-born strength, blight the land
Special Abilities
Aura of Pestilence (Su)
A nuckelavee radiates a 20-foot aura of supernatural disease and corruption. Creatures that begin their turn within this aura must succeed at a DC 23 Fortitude save or become sickened for 1d4 rounds and take 1d4 Constitution damage. A creature that successfully saves cannot be affected by the same nuckelavee’s aura for 24 hours. The save DC is Constitution-based.
Plague Breath (Su)
Once every 1d4 rounds, a nuckelavee exhales a choking blast of brine and rot in a 30-foot cone. Creatures in the area take 12d6 poison damage (Fortitude DC 23 half). Those who fail the save must succeed at a second DC 23 Fortitude save or contract a supernatural disease similar to filth fever (incubation 1 day; damage 1d3 Dex and 1d3 Con). The save DC is Constitution-based.
Grab (Ex)
If a nuckelavee hits a creature of Large size or smaller with its slam attack, it can attempt to start a grapple as a free action without provoking an attack of opportunity.
Sea-Born Strength (Su)
While standing in seawater or brine, a nuckelavee gains a +2 morale bonus on attack rolls, damage rolls, and saving throws, and its speed increases by 10 feet.
Blight the Land (Su)
The presence of a nuckelavee corrupts the surrounding environment. Within 1 mile of its lair, crops rot in the fields, wells sour, and livestock grow sickly. Mundane plant life exposed to the creature for more than 24 hours begins to die unless protected by magic such as plant growth or remove disease.
Freshwater Aversion (Ex)
A nuckelavee cannot willingly cross running fresh water such as rivers or streams. If immersed in fresh water, it becomes sickened and must attempt to leave the water immediately if able.
Ecology
Environment cold oceans or coastal plains
Organization solitary
Treasure standard
Description
A towering horror of sea and plague, the Nuckelavee resembles a monstrous horse fused with a massive humanoid torso rising from its back. Its body is entirely skinless, exposing glistening red muscle, thick black blood, and pulsing veins beneath the surface. Long arms dangle nearly to the ground, allowing the creature to seize prey from afar while its powerful horse body gallops across shorelines with terrifying speed.
The air around a nuckelavee reeks of salt, decay, and disease. Wherever it travels, crops fail, animals sicken, and wells turn foul. These fiends rise from the sea during storms or moonless nights, spreading pestilence through coastal lands before retreating again to the dark waters that birthed them.
Nuckelavee

Out of the waves emerges a nightmarish creature with the shape of a horse whose flesh has been completely flayed. Where the horse’s head should be, there is a human torso, as skinless as the horse part of its body. To complete its list of monstrous features, the creature has only one red eye on its human forehead. This monstrosity, apparently made entirely of skinned horse and human limbs, continues skittering out of the water and hollering incoherently.
The Nuckelavee lives mainly in the sea, but was also held responsible for ruined crops, epidemics, and drought. His breath could wilt the crops and sicken the livestock.
He resembles a centaur whose legs are part fin; he has an enormous gaping mouth and a single giant eye, which burns with a red flame. The most gruesome detail of his appearance is the fact that he has no skin. Black blood courses through yellow veins, and the pale sinews and powerful muscles are visible as a pulsating mass. The Nuckelavee has an aversion of running water, and those who are chased by him have only to cross a stream to be rid of him. Some reports claim that he is simply a very large head on two small arms, with all of the other characteristics mentioned above.
Another phobia that the Nuckelavee suffers from is the burning of seaweed to create kelp. Enraged, he starts on a wild rampage of plague, killing cattle and many other creatures, and bringing bad crops. At this time, the only person to stop him is The Mither o’the Sea, another ancient God-like being of Orkney mythology.
Monster Encyclopaedia II: The Dark Bestiary
Author J. C. Alvarez
Series Monster Encyclopaedia
Publisher Mongoose Publishing
Publish date 2005
| Nuckelavee | |
| Large monstrous humanoid (Aquatic) | |
| Hit Dice | 11d8+55 (104 hp) |
| Initiative | +6 |
| Speed | 60 ft. (12 squares), Swim 80ft. |
| AC | 19 (-1 size, +2 Dexterity, +8 natural), touch 11, flat-footed 17 |
| Base Attack/Grapple | +11/+24 |
| Attack | Slam +19 melee (1d6+9) or hoof +19 melee (1d4+9) |
| Full Attack | 2 slams +19 melee (1d6+9) and 2 hooves +17 melee (1d4+4) |
| Space/Reach | 10 ft. /5 ft. (10 ft. with slam) |
| Special Attacks | bestow curse, fearsome sight |
| Special Qualities | Amphibious, Darkvision 60 ft. |
| Saves | Fort +8, Ref +9, Will +8 |
| Abilities | Strength 28, Dexterity 15, Constitution 21, Intelligence 13, Wisdom 13, Charisma 14 |
| Skills | Listen +12, Search +11, Spot +12, Survival +1 (+3 following tracks), Swim +27 |
| Feats | Improved Bull Rush, Improved Initiative, Multiattack, Power Attack |
| Environment | Any saltwater |
| Organisation | Solitary |
| Challenge Rating | 7 |
| Treasure | Double standard |
| Alignment | Always chaotic evil |
| Advancement | 12-22 HD (Large), 23-33 HD (Huge) |
| Level Adjustment | +3 |

The nuckelavee is a dreadful, unimaginably hideous monster. It haunts the coasts and riverbanks, taking its violent revenge against any mortal that despoils its territory. A nuckelavee appears as a kind of centaur, only with absolutely no skin on its body, leaving its bare muscles and black-blooded veins bare for horrified opponents to see. The human portion of its body is burly and muscular to the point of deformity, with arms so huge they rival its horse legs in size. Where its human eyes should be, the nuckelavee has only one blood-red orb with a slit black pupil. Its filed teeth, hooves and nails are all black.
Nuckelavees speak Aquan and Common.
Combat
A nuckelavee charges its prey, attempting to seize it with its powerful arms and slam the life out of it. It uses its bestow curse ability when truly angered against an individual or community.
The arms of a nuckelavee are extraordinarily large, giving it a longer reach with its slam attacks.
Bestow curse (Sp): A nuckelavee can cast bestow curse, as the spell, up to once per day. The save DC is 16 (Charisma based).
Fearsome Sight (Ex): Any creature coming within sight of a nuckelavee must succeed at a Will save (DC 17, Charisma based) or become frightened for 1 full minute. A creature that succeeds at this save cannot be affected by the same nuckelavee’s fearsome sight for the next 24 hours.
Skills: A nuckelavee gains a +8 racial bonus on Swim checks made to avoid hazards or perform special manoeuvres. It can always take 10 on Swim checks, even if rushed or threatened.
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