Hackelmärz
Large fey, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 20 ft., Swim 60 ft.
STR 18 (+4) · DEX 18 (+4) · CON 18 (+4) · INT 12 (+1) · WIS 16 (+3) · CHA 8 (−1)
Skills Athletics +7, Perception +6, Stealth +7
Senses Blindsight 60 ft. (echolocation), Darkvision 60 ft., passive Perception 16
Languages Sylvan, understands Common but rarely speaks
Challenge 5 (1,800 XP)
Traits
Amphibious. Hackelmärz can breathe air and water.
Echolocation. Hackelmärz cannot use his Blindsight while Deafened.
River Camouflage. Hackelmärz has Advantage on Dexterity (Stealth) checks made to hide in water, marshy terrain, or areas of thick algae.
Placated by Offerings. Hackelmärz has a folkloric weakness for traditional baked goods. If a creature uses an Action to toss bread or pretzels into the water within 30 feet of him, Hackelmärz must succeed on a DC 14 Wisdom saving throw. On a failure, he drops any creatures he is Grappled with and uses his next turn solely to consume the offering. Once he consumes an offering, he is immune to this effect for 24 hours.
Actions
Multiattack. Hackelmärz makes two Chilling Claw attacks. He can replace one attack with Drag Under or Spellcasting.
Chilling Claw. Melee Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) Slashing damage plus 4 (1d8) Cold damage, and the target is automatically Grappled (escape DC 15) if it is a Medium or smaller creature.
Drag Under. Hackelmärz targets one creature Grappled by him. The creature must succeed on a DC 15 Strength saving throw or be pulled up to 30 feet toward or into a body of water. If the creature is wearing heavy armor, carrying a heavy pack, or encumbered, it makes this saving throw with Disadvantage. On a failed save, the creature is also knocked Prone.
Spellcasting. Hackelmärz casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (Spell Save DC 14):
At Will: Ray of Frost (PHB, p. 311), Shape Water (XGE, p. 164)
1/Day Each: Control Water (PHB, p. 256)
Bonus Actions
Drowning Grasp. Hackelmärz viciously squeezes one creature Grappled by him. The creature takes 9 (2d4 + 4) Bludgeoning damage. If the creature is submerged in water, it loses its breath and immediately begins suffocating.
Reactions
Submerge and Retreat. When Hackelmärz takes damage from a melee attack while in or adjacent to water, he can immediately move up to half his Swim Speed into the water without provoking Opportunity Attacks.
Lore
A savage water spirit that pulls people under the ice.
In German folklore, especially in the works of Ludwig Bechstein such as “Deutsches Sagenbuch” (German Book of Legends) and “Thüringer Sagenbuch” (Thuringian Book of Legends), there are stories about a water entity known as Hackelmärz. Unlike many harmless water sprites, he is extremely aggressive and can easily drag his victims to the riverbed or under the winter ice. The first part of his name—“Hackel-”—means “cloak-wearer.” In olden times this was a title of the chief hunter-god Wodan. The name Hackelmärz signals that we are facing a dangerous predator who rules the watery realm. The suffix “-märz” is a local Henneberg dialect shortening of the name Martin. Thus the creature’s name translates as “Water-Martin Who Wears a Cloak” or “Hunter Martin,” turning an innocent nickname into a local curse.
Unlike most mythic beings, whose appearance is usually left vague, Bechstein’s description of Hackelmärz is strikingly anatomical.
From Grimm Legends Bestiary 5E, p. 22 · Fern Flower Press