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Selkie

CR 5.00 Monstrous Humanoid CN Medium HD 6
This sleek, aquatic creature has short gray fur, webbed hands ending in sharp claws, and a mouth full of pointed teeth.

Selkies are clever and brutal seal-like creatures. Although capable predators, selkies are best known for their shapechanging ability, which allows them to come ashore in the guise of land dwellers and even live among other races before luring their prey beneath the waves to drown. In its natural form, a selkie has webbed, clawed hands and a muscular trunk ending in broad flippers. A selkie's head is a blend of human and seal, with large eyes and a mouth full of curved teeth. Selkies grow to a length of 6-1/2 feet, but can weigh up to 300 pounds. Selkies typically live up to 75 years.

Most selkies use their shapechanging abilities for mischief. A favorite selkie tactic is to take the shape of a young woman or child and then pretend to be drowning, reverting to its natural form when a person approaches.

Selkies are solitary for most of their lives. Males and females come together briefly during their spring mating season, and thereafter each female finds a secluded cave or beach to birth a single pup, which is abandoned after 2 to 3 years. Younger selkies then form packs with others of their kind until they can strike out on their own. Some selkies live among humanoids to assuage their loneliness, and may marry land dwellers. Offspring from these marriages resemble their non-selkie parents but have a yearning for the sea.

HP
45 (6d10+12)
AC
18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
Init
+7
Speed
20 ft., swim 50 ft.
Fort
+4
Ref
+8
Will
+5
BAB
+6
CMB
+10
CMD
23 (can't be tripped)
Melee
bite +10 (1d8+6), 2 claws +10 (1d6+4)
str
18
+4
dex
17
+3
con
14
+2
int
13
+1
wis
10
+0
cha
19
+4

Weapons: Simple

powerful blows (bite)

Shake — On a successful critical hit with its bite attack, a selkie automatically violently shakes a Large or smaller target. The target must succeed at a DC 15 Fortitude save or it is dazed for 1 round. Even on a successful save, the target still takes a -2 penalty on all attack rolls and skill checks for the next 2 rounds. The save DC is Constitution-based.

change shape (any Small or Medium humanoid; alter self)

Echo of Reason — A selkie can instinctively alter the intonation of its voice to make anything it says sound more pleasing to those who understand it. When using the Bluff skill, a selkie treats its lies as one step more believable for the purposes of bonuses or penalties on the check.

hold breath

Universal Monster Rules

Change Shape (any Small or Medium humanoid; alter self) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Hold Breath Ex from Universal Monster Rule
The creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Special Abilities

Echo Of Reason from text
A selkie can instinctively alter the intonation of its voice to make anything it says sound more pleasing to those who understand it. When using the Bluff skill, a selkie treats its lies as one step more believable for the purposes of bonuses or penalties on the check.
Powerful Blows (bite) from text
Shake from text
On a successful critical hit with its bite attack, a selkie automatically violently shakes a Large or smaller target. The target must succeed at a DC 15 Fortitude save or it is dazed for 1 round. Even on a successful save, the target still takes a -2 penalty on all attack rolls and skill checks for the next 2 rounds. The save DC is Constitution-based.

Feats, Traits & Items

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Deceitful from Feat

You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Calculated: +2 Bluff, +2 Disguise
Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative

Bluff +12, Disguise +10, Perception +9, Sense Motive +4, Stealth +10, Swim +21

Details
Type
Monstrous Humanoid
Alignment
CN
Size
Medium
Environment
cold oceans
Organization
solitary, pair, or pack (3–14)
Treasure
standard
Senses
darkvision 60 ft., scent; Perception +9
Languages
Aquan, Common
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
4 House/Core
View references and cross-links for Selkie

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