Selkie (CR 1)
Medium Humanoid (Aquatic and Shapechanger)
Alignment: Usually neutral
Initiative: +1 (Dex); Senses: Listen +6 and Spot +6
AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15 in seal form; 15 (+1 Dex, +4 mithral shirt), touch 11, flat-footed 14 in humanoid form
Hit Dice: 3d8 (13 hp)
Fort +1, Ref +4, Will +1
Speed: 30 ft., swim 90 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +1
Attack: Bite +3 melee, or mithral longsword +1 melee
Full Attack: Bite +3 melee, or mithral longsword +1 melee
Damage: Bite 1d6-1, mithral longsword 1d8-1
Special Attacks/Actions: -
Abilities: Str 9, Dex 13, Con 11, Int 12, Wis 10, Cha 12
Special Qualities: Alternate form
Feats: Alertness; Weapon Finesse
Skills: Craft (any one) +3, Listen +6, Perform (chant, Spot +6, Swim +11, melody, ode, and storytelling) +5
Advancement: By character class
Climate/Terrain: Cold aquatic
Organization: Solitary, pair, family (3-10), or tribe (12-30)
Selkies in their natural form attack by biting their opponents, but they are not strong and do not prefer melee. In human form, they wield weapons forged of mithral and wean mithral armor.
Alternate Form (Su): A selkie has only limited control over its shapechanging abilities. When in the ocean, in is in seal form; when on land, in is in humanoid form. Only at the in-between places - shallow waters an the coast, a narrow strip of beach - can a selkie choose which form to use. Changing form is a free action. Equipment a selkie in humanoid form is wearing or carrying transforms to become part of its seal form, and magic items cease functioning while in remains in this form.
Skills: Selkies have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.