Selkie

Medium fey (shapechanger), neutral good

Armor Class 12
Hit Points 45 (6d8 + 18)
Speed 30 ft., swim 40 ft.

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

Skills Deception +6, Nature +3, Perception +4, Persuasion +6, Stealth +4
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Proficiency Bonus +2
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Amphibious. The selkie can breathe air and water.
  • Fey Ancestry. The selkie has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Keen Smell. The selkie has advantage on Wisdom (Perception) checks that rely on smell.
  • Skin Dependent. The selkie wears the skin of a seal, which holds the creature’s spirit. The skin has an AC and hit points equal to that of the selkie, but the garment can’t be directly harmed while the selkie wears it. If the mantle is destroyed, the selkie becomes poisoned and dies within 1 hour. Without its skin, the selkie cannot use its Change Shape ability and is trapped in its Humanoid form. A selkie is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief. Destroying a selkie’s skin causes the creature who destroyed it to be make a DC 12 Wisdom saving throw or be cursed. The creature has disadvantage on ability checks and saving throws involving the ocean. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. It doesn’t end when the target dies. If a cursed target is returned to life, the curse remains in effect.

ACTIONS

  • Multiattack. The selkie makes two melee attacks.
  • Bite (Seal Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Unarmed Strike (Humanoid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
  • Song of the Sea. The selkie sings and chooses one of the following magical effects: a charming melody or a gentle lullaby. Any creature within 300 feet of the selkie that can hear it must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other selkies and creature that can’t be charmed are unaffected. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours.
  • Charming Melody. The creature is charmed by the selkie for 1 minute. If the selkie or any of its companions harms the creature, the effect on it ends immediately.
  • Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.
  • Change Shape. The selkie can use its action to polymorph into a humanoid form or back into its true form, which is a seal. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It can remain in its Humanoid form for up to 7 days before reverting to its true form.

ABOUT

While in human form, selkies are highly attractive and often visit the overworld to interact with humans. Their eyes are either bright emerald green or startling light blue.

Selkies are seal-like fey beings that inhabit cold to subarctic waters, both saltwater and freshwater. They possess the unique ability to change between their true, seal-like form and a human form.

Selkies are skilled swimmers and build their lairs in underwater caverns and grottos that contain both air and water-filled regions. They raise their young in air-filled environments during the first year of their lives. Selkie communities are divided between male and female, with both aspects equally respected and valued within the community.

Selkies are omnivores, primarily consuming fish, shellfish, crustaceans, and seaweed. They also have a fondness for human food, especially fine wine, which is a rare indulgence for them. Selkies are sensitive to their environment and harvest only what is necessary for their survival. They use their powers to protect their underwater homes from threats and to advocate for the preservation of their habitats.

In combat, selkies prefer to avoid confrontation, using their speed and underwater agility to escape danger. If cornered, they will defend themselves with sharp teeth or weapons acquired from shipwrecks. In human form, selkies are skilled in the use of human weapons and can be hired for tasks requiring their expertise and knowledge of overworlder customs.

Selkie brides are legendary, and more than one fisherman has tried to capture one by stealing her skin. Should a selkie’s skin come to harm, legend has it that the destroyer will be cursed to always find misfortune in the open seas.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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