Selkie
Selkies are rare human-pinniped shapeshifters that sometimes inhabit the shores of freezing lakes and seas.
Rising from the waves, Selkies can molt their sealskins in order to transform into a humanoid form. Their skin retains its vague seal-like appearance and shape, and the Selkie must don it again in order to return to seal form.
Creatures of beauty. Humanoid form Selkies tend to be physically attractive, regardless of specific attributes, which vary from individual to individual. As a rule, they share some general characteristics with their seal form, in terms of gender, age, basic coloration, and distinguishable marks or scarring.
Selkies in their humanoid form universally have very large, seal-like eyes, which contribute to their ethereal beauty. Their skin is frequently dappled with freckles, and their hair tends to be long and of the same color as their sealskin. Males favor bristly facial hair, sometimes curated into prominent mustachios, and either gender can occasionally have rather pronounced front teeth, which comes across as charming rather than oafish. They are a graceful people, on water and land, equally capable of captivating dance in or out of the sea.
Denizens of the sea. In their seal form, Selkies can vary in appearance between the myriad species of seal taxonomy. They range in size from 4ft and 100lbs to 16ft and 7,000lbs. Generally speaking they are possessed of streamlined, blubber-lined bodies and four flippered appendages which they use to propel themselves through the water. They are flexible and agile swimmers, and are excellently suited to diving and leaping from the water.
Like their animal counterparts, Selkies are widespread, though most species prefer the colder waters of the Northern and Southern Hemispheres. They spend most of their lives in water, but come ashore to mate, give birth, or to avoid ocean predators such as sharks and orcas. They mainly live in marine environments but can also be found in fresh water.
Helotry of the skin. Selkies are closely bound to their sealskins, usually keeping them on their person as an article of clothing or elsewise securing them in a trusted or secured location while in human form.
Bride of the tides. It is not uncommon for Selkies in their human form to attract and mate with other humanoid races in order to produce young. The specifics for this arrangement vary from individual to individual, as much as any relationship might, although in consensual arrangements Selkies tend to choose mates based on their proximity to the sea, which they hold dear to their hearts. This pair-bonding can occur between any of the humanoid races, contributing both physical and racial characteristics, although Selkies of any variety maintain an overall attractiveness.
Love and longing.
Selkie + Selkie = Female Selkie
Selkie + Human = Male Selkie
Selkie + Any other humanoid = Other humanoid
Ancestral Traits
Age
Selkie age at the rate of their form and spend their adolescence in the form they’re born into. Humanoid selkie children reach physical maturity at the same rate as humans (late teens). Aquatic selkie children reach physical maturity at the same rate as seals (four to five years).
Childhood is punctuated by the selkie growing or shedding their skin for the first time, gaining the ability to transition between aquatic and terrestrial life. At this transformation their counterpart body assumes the countenance of an equivalent level of development, rather than equivalent numerical age, and proceeds to age at the rate of whichever body it assumes at the time. Aging slows or accelerates with respect to its form as it shapeshifts.
The oldest selkie on record lived to be 56.
Speed
Walk 30 ft. Swim 20 ft.Size
Medium.Random Height and Weight
You may roll for your character's height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character's base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.
| Base Height | Base Weight | Height Modifier | Weight Modifier |
|---|---|---|---|
4' 9" |
115 lb. |
+ 2d10 |
× 2d4 lb. |
Damage Resistance (Cold)
You have resistance against cold damage.
Hold Breath
You can hold your breath for up to 1 hour before you begin to suffocate.
Alluring Song
As an action, selkies can sing a magical melody to lure creatures to them. Every humanoid, beast, and giant within 300 feet of the selkie that can hear the song must succeed on a Wisdom saving throw or be charmed until the song ends. The DC of this saving throw is Charisma based.
The selkie must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the selkie is incapacitated.
While charmed by the selkie, a target is incapacitated and ignores the songs of other selkies. If the charmed target is more than 5 feet away from the selkie, the target must move on its turn toward the selkie by the most direct route. It doesn't avoid opportunity attacks, but it will navigate around difficult or damaging terrain if possible. Before moving into damaging terrain, such as lava or a pit, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. The effect ends if the creature's saving throw is successful or if the selkie or their companions do anything harmful to it.
A target that successfully saves is immune to the selkie's song for the next 24 hours. When the effect ends, the creature knows it was charmed by the selkie.
Seal Skin
You can use your action to magically shapeshift between your humanoid and pinniped forms. You can use this feature twice per short or long rest and remain in your chosen form indefinitely, even in death. Your character level determines the seal forms you can transform into, as shown in the Seal Forms table.
Seal Forms
Level | Form |
|---|---|
1st | Seal |
4th | Sea Lion |
8th | Walrus |
When shapeshifting into seal form, the following rules apply:
Your game statistics are replaced by the statistics of the seal form, but you retain your hit points and Hit Dice, Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the seal form. If the seal form has the same proficiency as you and the bonus in its stat block is higher than yours, use the seal form's bonus instead of yours.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your seal form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
You retain the benefit of any features from your class, ancestry, culture, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new seal form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
You automatically succeeds on saving throws against the effects of extreme cold.
You can be detected by Detect Magic (as faint transmutation).
You age at the rate of a seal.
When shapeshifting into humanoid form, the following rules apply:
The process of transforming into a humanoid leaves you with your own shed skin. Your skin resembles a heavy coat or cloak that can be worn as cold weather gear. While wearing your seal skin in humanoid form, you automatically succeeds on saving throws against the effects of extreme cold.
If another creature comes to possess your shed skin, you are muted. You may not speak or cast spells with verbal components without first succeeding a Charisma check, DC determined by your DM.
If your shed skin is lost, stolen, or destroyed you may generate new skin as part of a long rest by taking a single point of Constitution damage. (This damage may be recovered by the Greater Restoration spell.) Afterwards, your preceding skin crumbles to dust.
You can be detected by Detect Magic (as faint transmutation).