Nuckelavee

Huge Fey, Chaotic Evil

Armor Class 16

16 Hit Points 209 (22d12+66)

209 (22d12+66) Speed 60ft. 60 ft. Swimming

STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 14 (+2) 14 (+2) 16 (+3)

Condition Immunities Poisoned, Frightened

Poisoned, Frightened Damage immunities Poison

Poison Senses passive Perception 12, Darkvision 120 ft

passive Perception 12, Darkvision 120 ft Languages Common, Sylvan

Common, Sylvan Challenge 10 (5900 XP)

Water Breathing. The Nuckelavee can breath both air and water.

Water Walker. The Nuckelavee can walk on salt water as if it is solid ground if they so wish.

Fey Strangeness. The Nuckelavee, despite living in the ocean, take damage from fresh, running water as if it is fire. The effect is immensely painful, and as such, they avoid rivers and streams whenever possible. Rain creates a similar effect. The Nuckelavee takes 1d8 fire damage for every 5 feet it traverses through running freshwater or rain. If the Nuckelavee is ends its turn in running freshwater or rain, it takes 30 fire damage. Oceanic currents do not effect it in this manner.

Multi Initiative. The Nuckelavee gets two rounds of initiative: one for its human body to act and one for its horse body to act. It can only use claw and kelp whip attacks during the initiative of its human body, and can only use its poison breath, hooves, and move during the initiative of its horse body.

Trampling Charge. If the Nuckelavee moves at least 20 ft. straight towards a creature before hitting it with a hoove attack on the same turn, the target must succeed on a DC 16 Strength savng throw or be knocked prone. If the the target is prone, the Nuckelavee may make another hoove attack as a bonus action.

Actions

Multiattack. The Nuckelavee can make 2 claw attacks, a claw and kelp whip attack, or a hoove and breath attack, depending on which part of its body is acting that turn

Claw. Melee Weapon Attack: Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 13 (2d8+4) slashing damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) bludgeoning damage.

Kelp Whip. Melee Weapon Attack +8 to hit, reach 30 ft., one target. Hit 9 (2d4+4) slashing damage. The target must make a DC 16 dexterity savings throw or become restrained by Kelp. If restrained, any fire or slashing damage can free the target. Otherwise, the target may reroll their saving throw on the end of their turn to release themselves.

Poison Breath. The nuckelavee exhales poisonous gas in a 20-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 12 (2d8+3) poison damage on a failed save, or half as much damage on a successful one.