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Selkie Stormguide

Selkies who grow old and wise enough will often stop taking humanoid guises, instead remaining in their native shape at all times. They will learn magic and lore, and are known to serve on seafaring vessels as the ship's mage.

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

Unspecific Lore: DC 18

Specific Lore: DC 15

Selkie Stormguide - Creature 11

Medium | Amphibious | Beast

Source Twin Continents

Perception +20; darkvision, scent (imprecise) 30 feet

Languages Common, Occian, Skald, Sylvan, Thalassic

Skills Athletics +16 (+18 to Swim), Diplomacy +19, Deception +19, Nature +22, Occultism +17, Performance +19, Placard Lore +17, Selkie Lore +17, Survival +20

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

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.

Items greater staff of the tempest, greater ration tonic (x3), marvelous miniature (boat)


AC 26; Fort +18, Ref +15, Will +22

HP 175; 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 +18 [+13/+8] (deadly d8), Damage 2d6+3 piercing plus Grab

Melee ♦ claws +18 [+14/+10] (agile, finesse, versatile bludgeoning), Damage 2d4+3 slashing

Primal Prepared Spells DC 30, Attack +20; (6th) freezing rain (x2) ; (5th) heal (x2), mariner's curse; (4th) fireproof, grasp of the deep (x2) ; (3rd) dive and breach, earthbind, wall of wind; (2nd) brine dragon bile (x2), shape wood; (1st) buffeting winds (x2), signal skyrocket; Cantrips (6th) draw moisture, know the way, rousing splash, slashing gust, spout

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"

Ship Mages

On the seas of the Twin Continents, no ship of worth dares sail without a ship's mage. Exempt from all normal duties, including all hands calls, and given an officer's wage, the ship's mage is there to calm waters around the ship in a storm, heal wounds too terrible for the chirurgeon to manage, and patch gaping holes in the hull. The only thing they will never do is join in when a battle breaks out between two ships, because that would invite the other ship's mage to do the same.

Children

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