Brave New Vardia Humanoid Crew Kelpwitch

creature

Kelpwitch

Coastal Druid

Ability Mod Save
STR 10 +0 +0
DEX 14 +2 +2
CON 14 +2 +2
INT 10 +0 +0
WIS 16 +3 +3
CHA 8 -1 -1

Medium Humanoid (Any)

Armor Class 13 (Leather armor)

Hit Points 26 (4d8+8)

Proficiency Bonus 2

Speed
30 ft., Swim 40ft.
Challenge
1/2 (XP 100)
Skills
Survival +5
Languages
Druidic
Gear
Leather Armor, Driftwood Staff, Woodcarver's tools
Clear Skies (1/day)
The Kelpwitch can cast Control Weather without requiring Concentration or a Material component, and the spell’s duration becomes 24 hours. Kelpwitches prefer clear skies, warm temperatures, and calm winds.
Saltwash (1/day)
The Kelpwitch can cast Remove Curse as a ritual. When cast on an item, the item is stained pure white. When cast on a creature, it leaves a permanent white patch on their skin or hair.
Living Hull (3/day)
Over the course of 1 minute the Kelpwitch creates a coracle in a 10-foot square of water that it can touch. The coracle is a Large water vehicle made of twisted kelp which has space to carry four medium creatures.

Actions

Staff
Melee Weapon Attack, one target, 5ft. reach, +2 to hit, 5 (1d8) bludgeoning damage.
Kelpbind (3/day)
A 20ft by 20ft cube of water within 30 feet of the Kelpwitch is filled with tangled kelp vines for 1 hour. For the duration the affected area counts as difficult terrain and any creature that starts its turn in the area must succeed on a DC 13 Athletics check or become restrained until the start of its next turn. In addition, kelpbind can be used to temporarily patch holes in ship hulls, block the passage of flowing water, or to create a temporary surface on water.

Kelpwitches are members of a tradition of coastal druids who live as solitary wandering ascetics outside of civilization. Calm and reflective, muttering to the ocean like an old friend, they smell strongly of brine and travel in a coracle fashioned from driftwood tied with kelp.

~ Written by a Human Being ~

This entry last updated Jan 22 2026

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