Selkie

Selkies reside in fishing colonies along rocky coasts. They have the ability to shed their seal skins to take on human forms. They are normally peaceful creatures who prefer to keep to themselves and will only resort to violence to protect their homes and families.

Medium humanoid (human, shapechanger), neutral good

Armor Class 13

Hit Points 72 (12d8+24)

Speed 30 ft., swim 30 ft.

STR 15 (+2) DEX 13 (+1) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 16 (+4)

Senses passive Perception 12

Languages Common, Selkie

Challenge 1 (200XP)

Hold Breath. The selkie can hold its breath for 20 minutes.

Shed Skin. The selkie can use its action to transform from its seal form to its humanoid form by shedding its skin. To transform back into a seal, it must use an action to put its skin back on. If the seal skin is lost, the selkie is trapped in its humanoid form. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

Actions

Multiattack (Humanoid Form Only). The selkie makes two unarmed attacks.

Unarmed Strike (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Spear (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 1) piercing damage.

Bite (Seal Form Only). Melendez Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 2) piercing damage.

Slam (Seal Form Only). Melendez Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 2) bludgeoning damage.

Monster Art and Stat-block by Sarah Will

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