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Nuckelavee

Huge abberation, chaotic evil
Armor Class 20 (natural armor)
Hit Points 135
Speed 60ft Swim: 60ft

STR
20 +5
DEX
9 -1
CON
18 +4
INT
10 0
WIS
18 +4
CHA
9 -1

Saving Throws Strength, Wisdom
Damage Immunities All non magical damage, Poision
Condition Immunities Frightened, Poisoned
Senses Darkvision 60ft , Life sense 60ft
Challenge 3


Amphibious The Nuckelavee can breathe air and water.

Seawater Salvation It’s range for reach increases to 30 ft and regains 10 Hit points every turn it is in contact with saltwater.

Freshwater disruption. All of the Nuckelavee’s attacks have disadvantage and all saving throws against the Nuckelavee powers have advantage and for every turn it remains in freshwater it's movement is halved (to a minimum of 1)

Deadly Chills Creatures within 20 feet of the Nuckelavee are unable to heal in anyway and have disadvantage on death saving throws.

Corrupting Breath creatures that start they’re turn within 20 feet of the Nuckelavee must make a DC 15 constitution saving throw dealing 1d4 necrotic damage for inhaling it’s cursed breath. Frightened creatures, livestock and non-combative creatures have disadvantage on this saving throw and receive double damage. /p]

Curse Exposure a creature becomes corrupted with each failed save of Corrupting Breath that will persist after they have left it’s range and can only be cleansed by a long rest, restoration spell, or the death of the Nuckelavee

Turn 2: attack rolls have disadvantage   Turn 3: movement is reduced by 5 feet   Turn 4: Damage sustained lowers the max HP   Turn 5: the creature’s movement is reduced to 5


Actions

Multiattack. The Nuckelavee makes two claws or grab attacks, one bite attack, and uses its frightening presence

Claws. Melee Weapon Attack +6 to hit, reach 20, one target. Hit: 9 (3d6 + str) slashing damage

Claws. Melee Weapon Attack +6 to hit, reach 20, one target. Hit: 9 (2d6 + str) slashing damage


 

Regional Effects

The Nuckelavee will attack a village or hamlet (occasionally even fairly well defended towns) and curses the landscape with it's weretched breath. this site becomes its hunting ground.

  • all standing water in the area becomes salt water and is undrinkable
  • disease and sickness is stronger here. all creatures within the area have disadvantage on constitution checks and receive a -5 penalty to saves against poison unless the effected area is washed with freshwater
  • all food spoils if it remains in the zone for 72 hours (3 days) unless washed in freshwater
  • healing magics are weakened here and creatures only regain half the HP they would from healing spells or potions
the ground becomes tainted over the course of a week and these effects will persist for one year after the Nuckelavee has been slain or left the area


Description

at a distance you might mistake it for someone riding a horse but upon further inspection the true horror of this creature is revealed. it's a wretched. as you approach your nose is assaulted by the smell of seawater and you would quickly realize the mysterious truth once you noticed it's distinct lack of skin baring wet and ridged muscles and the strange sight of its "rider" being fused to the mount, it's long reaching claws which hang ideally by it's side but whip to life in an instant, a horrible black breath exudes from it's wretched mouths and you would recognize it in an instant as the dreaded Nuckelavee

it's posinous breath wilt crops, children die to it's breath and sickens those strong enough to resist. it rises from the sea and rampages across the countryside every winter for 6 months it plagues the surface only to rush back to the sea to rise again next year. the most terrifying part is it's dedication to the destruction of all life in its path and it's relentless pursuit of survivors. to face the Knucklevee is to face the wrath of the sea and feverish winters chill

Forest, Coast, Saltwater Lakes, Underwater


Created by

MonsterMashHBrew.

Statblock Type

Monster / Creature

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