b'Nykur \n'b'  Medium   fey  (shapechanger),  neutral evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  33 (6d6 + 12)  Speed  60 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX:  15 (+2)  CON:  16 (+3)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +3,  Performance  +4,  Stealth  +4  Damage Immunities  poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t iron  Condition Immunities   poisoned ,  prone   Senses   darkvision  60 ft., passive  Perception  13  Languages  Common, Sylvan  Challenge  4 (3,900 XP) \n'b' Special Traits \n'b'   Amphibious . The nykur can breathe air and water. \n'b'  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. \n'b'  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\xe2\x80\x99t transformed. The nykur reverts to its true form if it dies. \n'b'  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. \n'b'  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. \n'b'  Water Bound . The nykur dies if it leaves the water to which it is bound or if that water is destroyed. \n'b'  Actions \n'b'   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. \n'b'  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. \n'b'  Bite (Hybrid or Horse Form Only) .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 6 (1d4 + 4) piercing damage. \n'b'  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\xe2\x80\x99t constrict another target. \n'b'  Hooves (Horse Form Only) .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) bludgeoning damage. \n'b'  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\xe2\x80\x99t 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\xe2\x80\x99s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this nykur\xe2\x80\x99s song for the next 24 hours. \n'b'  Reactions \n'b'   Sticky Hide . When a creature misses the nykur with a melee weapon  attack , it sticks to the nykur\xe2\x80\x99s hide. The attacker must succeed on a DC 14  Strength  saving throw, or the weapon becomes stuck to the nykur\xe2\x80\x99s  hide . If the weapon\xe2\x80\x99s wielder can\xe2\x80\x99t or won\xe2\x80\x99t let go of the weapon, the wielder is  grappled  while the weapon is stuck. While stuck, the weapon can\xe2\x80\x99t be used. A creature can pull the weapon free by taking an action to make a DC 14  Strength  check and succeeding. \n'b'  About \n'b' You see a grey-colored horse frolicking by the water. \n'b' 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\xe2\x80\x99s body and legs.'