Nykur

Medium fey (shapechanger), neutral evil

Armor Class 17 (natural armor)
Hit Points 33 (6d6 + 12)
Speed 60 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 14 (+2)

Skills Perception +3, Performance +4, Stealth +4
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t iron
Condition Immunities poisoned, prone
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Challenge 4 (3,900 XP)

Special Traits

  • Amphibious. The nykur can breathe air and water.
  • False Appearance. When not using any of its powers, the nykur appears to be a normal horse. A creature can take an action to visually inspect the hose and succeed on a DC 16 Intelligence (Investigation) check to discern that it is a nykur.
  • Shapechanger. The nykur can use its action to polymorph into a humanoid (30 ft.), a hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The nykur reverts to its true form if it dies.
  • Trampling Charge (Horse form only). If the nykur moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the nykur can make another attack with its bite against it as a bonus action.
  • Sticky. The nykur has advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The nykur can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Water Bound. The nykur dies if it leaves the water to which it is bound or if that water is destroyed.

Actions

  • Multiattack. In humanoid form, the nykur makes two melee attacks. In hybrid form, the nykur makes three attacks: one with its bite and two with its claws.
  • Battleaxe (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
  • Bite (Hybrid or Horse Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.
  • Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 14) and pulled 5 feet toward the nykur. Until this grapple ends, the target is restrained, the nykur tries to drown it, and the nykur can’t constrict another target.
  • Hooves (Horse Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Luring Song. The nykur sings a magical melody. Every humanoid and giant within 300 feet of the nykur that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The nykur must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the nykur is incapacitated. While charmed by the nykur, a target is incapacitated and ignores the songs of other nykurs. If the charmed target is more than 5 feet away from the nykur, the target must move on its turn toward the nykur by the most direct route. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the nykur, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature’s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this nykur’s song for the next 24 hours.

Reactions

  • Sticky Hide. When a creature misses the nykur with a melee weapon attack, it sticks to the nykur’s hide. The attacker must succeed on a DC 14 Strength saving throw, or the weapon becomes stuck to the nykur’s hide. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 14 Strength check and succeeding.

About

You see a grey-colored horse frolicking by the water.

Closer inspection of a nykur reveals its ears and hooves are turned backwards, with the fetlock in front and a bladder under its left haunch. It can appear as a horse, a golden boy wearing a red cap, an old man with a dripping beard, or a handsome youth with a horse’s body and legs.

Section 15: Copyright Notice

5E RPG: Viking Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.