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Selkie Fabulist

Some selkies are lonely and want to live among people as one of them, and others just bide their time waiting for some poor, unsuspecting person to become their next meal. Individuals across the entire spectrum of motivations are extremely skilled at blending in with humanoid populations, and dive so deeply into their chosen persona that they sometimes forget they're a selkie.

Recall Knowledge - Beast (Arcana, Nature): DC 20

Unspecific Lore: DC 18

Specific Lore: DC 15

Selkie Fabulist - Creature 7

Medium | Amphibious | Beast

Source Twin Continents

Perception +12; darkvision, scent (imprecise) 30 feet

Languages Common, Thalassic

Skills Athletics +14 (+16 to Swim), Deception +12, Diplomacy +12, Performance +12, Society +10, Stealth +11

Str +5, Dex +3, Con +2, Int +2, Wis +0, Cha +4

Adopted Persona When in humanoid form, a selkie adopts the role it is playing completely. The selkie gains a Lore skill for the settlement or environment its persona is from, and a second Lore skill appropriate to its assumed profession, both at +10. It also gains one additional language that is common to its persona's home region. In addition, the selkie is especially adept at avoiding magic that detects likes. As long as what it says is true from the point of view of its current persona, it can deceive effects like ring of truth that reveal lies.

Echo of Reason (auditory, primal) A selkie can instinctively alter the intonation of its voice to make anything it says sound more pleasant to those who understand it. When using its voice to lie, a selkie gains a +2 circumstance bonus to its Deception, Diplomacy, and Performance checks.

Ambush Predator (concentrate, polymorph, primal) Requirements The selkie is in a humanoid form, has not yet rolled initiative, and is adjacent to a creature who does not know its true form. Effect The selkie transforms and Strikes one adjacent creature. The target is off-guard to this attack. The selkie may then roll Deception for its initiative.


AC 24; Fort +17, Ref +11, Will +14

HP 75; Resistances cold 10

Shake Prey (R) Trigger A creature the selkie has grabbed with its jaws fails an attempt to Escape; Effect The selkie shakes their jaws violently, causing the grabbed creature to become Stunned 1.


Speed 20 feet, swim 50 feet

Melee ♦ jaws +16 [+11/+6] (deadly d8), Damage 2d6+5 piercing plus Grab

Melee ♦ claws +16 [+12/+8] (agile, finesse, versatile bludgeoning), Damage 2d4+5 slashing

Change Shape(concentrate, polymorph, primal) The selkie takes on the appearance of a Small or Medium humanoid. This doesn't change the selkie's Speed or its attack and damage bonuses with its Strikes, though it does change the damage to an appropriate type, typically bludgeoning. When transforming back into its natural form, any gear the selkie was wearing is either torn apart or falls off.


All Monsters in "Selkie"

Selkie Tells

Every sailor, fisherman, dockworker, or person who lives in a port town will tell you that there are ways to spot a selkie in disguise. A seam down their spine where the human suit comes off, an inability to transform their predator teeth, or never being able to refuse an offering of raw fish. In truth, these are all folk tales and superstitions; selkies are so good at blending in, that even one selkie cannot tell another on sight.


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