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<blockquote data-quote="Quickleaf" data-source="post: 6443112" data-attributes="member: 20323"><p><span style="color: DarkOrange"><span style="font-size: 15px">Selkie</span></span></p><p><em>Medium humanoid (shapechanger), neutral (good)</em></p><p>AC 12 (13 in seal form)</p><p>HP 27 (5d8+5)</p><p>Speed 30 ft in human form (10 ft swim 40 ft in seal form)</p><p>Str 12 (+1) Dex 14 (+2) Con 12 (+1) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)</p><p>Skills deception +4, perception +4, persuasion +4</p><p>Senses darkvision 60 ft, passive perception 14</p><p>Languages English (Common), Aquan</p><p>Challenge 1/2 (XP 100)</p><p></p><p>TRAITS</p><p>Hold Breath. The selkie can holds its breath for a number of minutes equal to its Constitution score (12).</p><p>Shapechanger. The selkie can use its action to polymorph into a beautiful human form, or back into its true form of a seal, so long as it has it's magic sealskin. Its AC, speed, and attack modes change with its forms. When the selkie dies it reverts to its true form. The selkie may not change shape if it does not possess its magic sealskin.</p><p></p><p>ACTIONS</p><p>Bite (seal form only). Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 6 (2d4+1) piercing damage.</p><p>Cutlass (human form only). Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 5 (1d6+2) slashing damage.</p><p></p><p><img src="http://selinafenech.com/wp-content/gallery/portfolionew/selkie.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>SELKIE LEADERS</p><p>Venerable selkie leaders gain Innate Spellcasting and increase their CR to 1.</p><p></p><p>Innate Spellcasting. The selkie's innate spellcasting ability is Wisdom (spell save DC 12, spell attack +4). It can innately cast the following spells without material components:</p><p>Once per day: augury, cure wounds, lesser restoration.</p><p>Once per week: control weather, sleet storm.</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Sinister Seagull</span></span></p><p><em>Tiny fiend, neutral evil</em></p><p>AC 12</p><p>HP 5 (2d4)</p><p>Speed 10 ft, fly 40 ft</p><p>Str 3 (-4) Dex 14 (+2) Con 10 (+0) Int 5 (-3) Wis 8 (-1) Cha 10 (+0)</p><p>Skills Deception +2, Sleight of Hand +4</p><p>Senses darkvision 60 ft, passive perception 10</p><p>Languages understands Infernal</p><p>Challenge 1/8 (XP 25)</p><p></p><p>TRAITS</p><p>Birds of a Feather. While among other seagulls, a sinister seagull gains advantage on deception checks to pass itself off as a normal gull.</p><p>Innate Spellcasting. The sinister seagull's innate spellcasting ability is Charisma (spell save DC 10, spell attack +2). It can innately cast the following spells without any components:</p><p>At-Will: bestow curse.</p><p>Wind Thief. When a sinister seagull rides the wake of a ship, it literally steals the wind from the ship's sails, reducing the effective wind state for that ship by one step. This is non-cumulative for multiple sinister seagulls.</p><p></p><p>ACTIONS</p><p>Peck the Eyes. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 1 piercing damage, and target must make a DC 10 Dexterity save or take another 4 (1d4+2) piercing damage and be blinded until the end of their next turn from blood running over their eyes. Creatures wearing full helms automatically succeed at this Dexterity save.</p><p>Unholy Bond. The sinister seagull gazes intently at a creature within 60 feet which must make a DC 10 Wisdom save. If the creature succeeds, it is immune to that sinister seagull's Unholy Bond for 24 hours. If the creature fails, for the next 24 hours it will subconsciously collect things to appease the sinister seagull: shiny things, anything which other people greatly treasure or squabble over, torn journal pages, scraps of navigational charts, and other sailor odds and ends. To outside viewers these actions seem nonsensical and the victim won't realize why they're doing what they're doing; if strongly confronted they are entitled to one additional Wisdom save to break the effect. Likweise, if the victim leaves the ship the sinister seagull is plaguing, or on land moves more than 60 feet from the sinister seagull, the Unholy Bond is broken. A sinister seagull can only maintain one Unholy Bond at a time.</p><p></p><p><img src="http://ih2.redbubble.net/image.15064638.4397/flat,550x550,075,f.u2.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>A sinister seagull appears nearly identical to an ordinary seagull, just a bit scruffier with a rough around the edges look and a malicious gleam in its eye. A sinister seagull is covetous beyond comprehension; not only does it crave whatever food is in your hand or treasure dangles from your neck, it covets the wind, waves, sun, moon, and stars themselves! In the eyes of a sinister seagull, everything is "Mine, mine, mine!"</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6443112, member: 20323"] [color=DarkOrange][size=4]Selkie[/size][/color] [i]Medium humanoid (shapechanger), neutral (good)[/i] AC 12 (13 in seal form) HP 27 (5d8+5) Speed 30 ft in human form (10 ft swim 40 ft in seal form) Str 12 (+1) Dex 14 (+2) Con 12 (+1) Int 12 (+1) Wis 14 (+2) Cha 14 (+2) Skills deception +4, perception +4, persuasion +4 Senses darkvision 60 ft, passive perception 14 Languages English (Common), Aquan Challenge 1/2 (XP 100) TRAITS Hold Breath. The selkie can holds its breath for a number of minutes equal to its Constitution score (12). Shapechanger. The selkie can use its action to polymorph into a beautiful human form, or back into its true form of a seal, so long as it has it's magic sealskin. Its AC, speed, and attack modes change with its forms. When the selkie dies it reverts to its true form. The selkie may not change shape if it does not possess its magic sealskin. ACTIONS Bite (seal form only). Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 6 (2d4+1) piercing damage. Cutlass (human form only). Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 5 (1d6+2) slashing damage. [img]http://selinafenech.com/wp-content/gallery/portfolionew/selkie.jpg[/img] SELKIE LEADERS Venerable selkie leaders gain Innate Spellcasting and increase their CR to 1. Innate Spellcasting. The selkie's innate spellcasting ability is Wisdom (spell save DC 12, spell attack +4). It can innately cast the following spells without material components: Once per day: augury, cure wounds, lesser restoration. Once per week: control weather, sleet storm. [color=DarkOrange][size=4]Sinister Seagull[/size][/color] [i]Tiny fiend, neutral evil[/i] AC 12 HP 5 (2d4) Speed 10 ft, fly 40 ft Str 3 (-4) Dex 14 (+2) Con 10 (+0) Int 5 (-3) Wis 8 (-1) Cha 10 (+0) Skills Deception +2, Sleight of Hand +4 Senses darkvision 60 ft, passive perception 10 Languages understands Infernal Challenge 1/8 (XP 25) TRAITS Birds of a Feather. While among other seagulls, a sinister seagull gains advantage on deception checks to pass itself off as a normal gull. Innate Spellcasting. The sinister seagull's innate spellcasting ability is Charisma (spell save DC 10, spell attack +2). It can innately cast the following spells without any components: At-Will: bestow curse. Wind Thief. When a sinister seagull rides the wake of a ship, it literally steals the wind from the ship's sails, reducing the effective wind state for that ship by one step. This is non-cumulative for multiple sinister seagulls. ACTIONS Peck the Eyes. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 1 piercing damage, and target must make a DC 10 Dexterity save or take another 4 (1d4+2) piercing damage and be blinded until the end of their next turn from blood running over their eyes. Creatures wearing full helms automatically succeed at this Dexterity save. Unholy Bond. The sinister seagull gazes intently at a creature within 60 feet which must make a DC 10 Wisdom save. If the creature succeeds, it is immune to that sinister seagull's Unholy Bond for 24 hours. If the creature fails, for the next 24 hours it will subconsciously collect things to appease the sinister seagull: shiny things, anything which other people greatly treasure or squabble over, torn journal pages, scraps of navigational charts, and other sailor odds and ends. To outside viewers these actions seem nonsensical and the victim won't realize why they're doing what they're doing; if strongly confronted they are entitled to one additional Wisdom save to break the effect. Likweise, if the victim leaves the ship the sinister seagull is plaguing, or on land moves more than 60 feet from the sinister seagull, the Unholy Bond is broken. A sinister seagull can only maintain one Unholy Bond at a time. [img]http://ih2.redbubble.net/image.15064638.4397/flat,550x550,075,f.u2.jpg[/img] A sinister seagull appears nearly identical to an ordinary seagull, just a bit scruffier with a rough around the edges look and a malicious gleam in its eye. A sinister seagull is covetous beyond comprehension; not only does it crave whatever food is in your hand or treasure dangles from your neck, it covets the wind, waves, sun, moon, and stars themselves! In the eyes of a sinister seagull, everything is "Mine, mine, mine!" [/QUOTE]
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