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Kelpie

Kelpie

AX.GHW.13.05.04

Type: Fae, Standard

Power Package: Standard (6D)

Size: Large (horse-form), Medium (human-form)
Attributes: Body 3D · Speed 2D · Wit 2D
Talents: Athletics 2D · Deceive 1D · Stealth 1D
Health: 33 (20 + 3 + 10)
Defense: 2 (1 + (2+0)÷3)
Saves: Body 5D · Speed 3D · Wit 3D

Attacks

  • Drag Under (Primary Action, requires target to be mounted or in water): Body + Athletics vs Body Save, 5 damage; target is grappled and submerged. Grappled targets make Body Saves (Threshold 3) each round or take 3 additional drowning damage.
  • Trample (Primary Action, horse-form only): Body + Athletics vs Defense, 3 damage; target is knocked prone

Category Traits

  • Cold Iron Vulnerability: +2 damage from cold iron; suppressed for 1 round on hit
  • Rowan Aversion: Must spend Primary Action to cross rowan barriers
  • Aquatic Mastery: The Kelpie takes no penalties in water. Grapple attempts by others against the Kelpie in water take -1D.

Special Abilities

  • Adhesive Hide (horse-form): Any character who touches the Kelpie's horse-form voluntarily (mounting, patting) is stuck fast; they cannot release grip unless the Kelpie releases them or they succeed on a Body Save (Threshold 4). Characters aware of what a Kelpie is and testing deliberately can attempt a cautious touch first (Speed Save Threshold 2 to avoid adhering).
  • Allure: The Kelpie can appear as a beautiful, unclaimed horse or an attractive humanoid. In horse-form, it radiates an impression of tameness and docility. In human-form, it radiates compelling attraction. Characters not forewarned make Wit Saves (Threshold 2) to resist approaching the Kelpie voluntarily.

Tactics

The Kelpie's entire strategy is luring. It finds victims (usually near water), presents itself as safe (beautiful horse or attractive person), adheres them, and drags them into deep water to drown and feed. Kelpies do not fight conventionally; they flee if cold iron is presented and they cannot immediately grapple a victim. The Adhesive Hide is the trap. Everything else is setup.

Lore & Ecology

Kelpies are associated with freshwater bodies, rivers, lakes, lochs, across northern European traditions, though similar beings appear globally (bäckahästen in Scandinavia, nixie variants in Germanic traditions). In the modern setting, urban kelpies have adapted: canal-side parks, reservoirs and private waterfront property make effective hunting grounds. They are patient predators who may maintain a territory for decades, culling periodically.

Destruction/Banishment

Cold iron applied to an adhered victim severs the Adhesive Hide connection and injures the Kelpie (no attack roll required, contact counts as a hit). Placing a cold iron bridle on the Kelpie while it is in horse-form binds it to obedience. A bound Kelpie can be controlled and eventually banished or destroyed. In human-form, cold iron restraints function similarly. A Kelpie that has been bridled can be commanded to depart permanently (Wit + Resolve vs Threshold 2, one character's command).

Scene Materials

Investigation: drowning deaths near specific water body, sightings of unclaimed beautiful horse, missing persons whose last known location was waterside. Combat: bank, shallow water, near deep water with the Kelpie attempting to drag targets in.