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Selkie

The haunting songs that sometimes accompany pods of seals are from selkies, fey who freely shift between human and seal forms. Their natural forms belong fully to neither world, sporting a mix of human and seal features.

Selkies move through the water and on the shore with equal ease, and seaside communities often talk of them as though they were the tide itself. Despite these poetic associations, however, the life of a selkie exists far beyond the imagination of land-bound mortals. For selkies, losing either the land or the sea is to lose a part of themselves. They eagerly seek kinship with others who exist in multiple worlds and are often found as surprise guests at the celebrations of azarketis or merfolk.

Elite | Normal | Weak
Proficiency without Level

Weak SelkieCreature 4

Medium Fey 
Source Feybound pg. 148
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 19 • Fey (Nature)
Perception +13; darkvision, scent (imprecise) 30 feet
Languages Common, Fey; sealskin coat
Skills Acrobatics +10, Athletics +11, Deception +8, Diplomacy +10, Nature +11, Performance +11
Str +3, Dex +5, Con +3, Int +2, Wis +5, Cha +4
Deep Breath A selkie can hold their breath for 1 hour.
Sealskin Coat A selkie can slip their seal pelt on and off as a sealskin coat. They’re permanently bound to it and can sense its location if separated (as the locate spell). While wearing their sealskin coat, the selkie is immune to mild, severe, and extreme cold, and treats incredible cold as severe cold. They can also speak with seals (as speak with animals). When the selkie uses Change Shape, they must draw their sealskin coat around themself to become a seal or fully remove it to become a human. They can’t leave their human form if their sealskin coat isn’t in their possession. If their sealskin coat is destroyed, the selkie feels its loss as an ever-present wound. They take a −1 status penalty to all attacks and saving throws, but they gain a +1 status bonus to seaborn yearning’s DC and their edge of mourning deals 2d6 mental damage instead of 1d6.
Items sealskin coat, sealbone dagger
AC 19; Fort +8, Ref +10, Will +13
HP 60
Seaborn Yearning (aura, emotion, mental, primal) 30 feet. When a selkie is outside of their home waters, their yearning for home radiates from them. A creature that enters or starts its turn in the aura must succeed at a DC 20 Will save or become unable to benefit from emotion effects for 1 minute (though they can still take penalties or damage from emotion effects); on a critical failure, the duration is 24 hours. Regardless of the result, the creature is temporarily immune to seaborn yearning for 24 hours.
Speed 15 feet, swim 30 feet
Melee [one-action] jaws +12 [+7/+2] (finesse), Damage 2d6-2+6 piercingMelee [one-action] dagger +12 [+8/+4] (agile, finesse, versatile S), Damage 1d4-2+6 piercing plus edge of mourningRanged [one-action] dagger +12 [+8/+4] (agile, thrown 10 feet, versatile S), Damage 1d4-2+6 piercing plus edge of mourningPrimal Innate Spells DC 20, attack +12 (-4 dmg); 3rd noise blast; 2nd silence, water breathing; Cantrips (3rd) haunting hymn
Change Shape [one-action] (concentrate, polymorph, primal) Selkies can transform between their original seal-like form and a human form. In human form, they have a land Speed of 25 feet and lose their swim Speed and jaws Strike. They gain the following unarmed attack: Melee [one-action] fist +14 (agile, finesse, nonlethal, unarmed), Damage 1d4+6 bludgeoningEdge of Mourning A selkie’s sealbone dagger Strikes deal an additional 1d6 mental damage.

Sidebar - Additional Lore Captive Selkies

When a selkie comes ashore, they never intend to stay for the rest of their life, and those selkies who live exclusively on land are almost certainly being held captive, often by those who claim to love them. Land-dwellers who realize they’re about to lose the selkie to the sea commonly turn to trickery, stealing and hiding the selkie’s sealskin coat. Trapped selkies ceaselessly seek their coats, though the most conniving captors hide them behind lead or running water. This leaves the selkie unhappy and stranded ashore, always mourning their lost waters.

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