| 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.