Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
new conversions from MMII!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="BOZ" data-source="post: 146959" data-attributes="member: 1241"><p>SELKIE</p><p>Medium-Size Shapechanger</p><p>Hit Dice: 3d8+3 (16 hp)</p><p>Initiative: +7 (Dex, Improved Initiative)</p><p>Speed: 30 ft, swim 90 ft</p><p>AC: 18 (+3 Dex, +5 natural)</p><p>Attacks: Bite +5 melee; or longsword +3 melee</p><p>Damage: Bite 1d6+1; or longsword 1d8+1</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Spell-like abilities</p><p>Special Qualities: Alternate form</p><p>Saves: Fort +4, Ref +6, Will +4</p><p>Abilities: Str 12, Dex 16, Con 13, Int 13, Wis 12, Cha 14</p><p>Skills: Disguise +6, Hide +7, Listen +5, Move Silently +7, Spot +5, Swim +5, Wilderness Lore +5</p><p>Feats: Improved Initiative, Weapon Finesse (bite)</p><p></p><p>Climate/Terrain: Cold aquatic</p><p>Organization: Solitary or tribe (12-30 plus 1 leader)</p><p>Challenge Rating: 2</p><p>Treasure: Standard</p><p>Alignment: Usually neutral (with good tendencies)</p><p>Advancement: By character class</p><p></p><p>Selkies are creatures that resemble seals, who have the ability to adopt humanoid form. In their true form, they look like normal seals at first glance, but they have humanoid legs and webbed hands where flippers would be. Though not a lycanthrope, the selkie is often referred to as a “sealwere”.</p><p> In humanoid form, selkies like to visit the surface world (or “otherworld”, as they call it) for brief times out of simple curiosity. At other times they have a quest, seeking information or necessary supplies. Selkies who visit the otherworld many times sometimes acquire a taste for heavy ornamentation, wearing fine clothes and jewelry. They also gain an appreciation for human customs, food, and fine wines. Such selkies blend in better with humans and often serve as diplomats.</p><p></p><p>COMBAT</p><p>Selkies usually do not carry weapons underwater, as they cannot swim rapidly while carrying anything. They bite when cornered, but prefer to swim away when opponents are too powerful. On land, selkies carry weapons that they have scavenged from shipwrecks.</p><p> Alternate Form (Ex): Once per month, a selkie can transform into the form of a humanoid, usually human, for as much as one week. This form is very attractive, and tends to garner attention from the locals. Their human eyes are always a bright, shiny emerald green or light blue. This transformation is non-magical and cannot be dispelled, but true seeing spells will reveal the selkie's true form.</p><p> Spell-like Abilities: Once per day, once per round – augury, cure light wounds, and cure disease. Once per week – weather summoning and control weather. Venerable leaders among the selkie gain these powers as they age, as selkies are not born with them. They do not use these powers for ill, lest the sea take out its vengeance on them.</p><p></p><p>SOCIETY</p><p>In a selkie tribe, females account for about 2/3 of the population. Females serve in a domestic capacity, while males hunt for fish, crustaceans, and seaweed. The sexes are equally respected within the lair and the community.</p><p>Selkies prefer colder waters, and lair in large underwater caverns and grottoes with pockets of air. They often build their lairs near sunken ships, which they explore and pillage for pearls and magical treasure. Such items are used in service of the community, and for defense of the lair.</p><p></p><p>The selkie first appeared in the Monster Manual II (1983). They also appeared in Monstrous Compendium Volume 2 (1989), and the Monstrous Manual (1993).</p><p></p><p>Edit: The "Silkie" from Dragon Magazine #41 is very similar to the well-known selkie, but they are definitely different creatures.</p></blockquote><p></p>
[QUOTE="BOZ, post: 146959, member: 1241"] SELKIE Medium-Size Shapechanger Hit Dice: 3d8+3 (16 hp) Initiative: +7 (Dex, Improved Initiative) Speed: 30 ft, swim 90 ft AC: 18 (+3 Dex, +5 natural) Attacks: Bite +5 melee; or longsword +3 melee Damage: Bite 1d6+1; or longsword 1d8+1 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Spell-like abilities Special Qualities: Alternate form Saves: Fort +4, Ref +6, Will +4 Abilities: Str 12, Dex 16, Con 13, Int 13, Wis 12, Cha 14 Skills: Disguise +6, Hide +7, Listen +5, Move Silently +7, Spot +5, Swim +5, Wilderness Lore +5 Feats: Improved Initiative, Weapon Finesse (bite) Climate/Terrain: Cold aquatic Organization: Solitary or tribe (12-30 plus 1 leader) Challenge Rating: 2 Treasure: Standard Alignment: Usually neutral (with good tendencies) Advancement: By character class Selkies are creatures that resemble seals, who have the ability to adopt humanoid form. In their true form, they look like normal seals at first glance, but they have humanoid legs and webbed hands where flippers would be. Though not a lycanthrope, the selkie is often referred to as a “sealwere”. In humanoid form, selkies like to visit the surface world (or “otherworld”, as they call it) for brief times out of simple curiosity. At other times they have a quest, seeking information or necessary supplies. Selkies who visit the otherworld many times sometimes acquire a taste for heavy ornamentation, wearing fine clothes and jewelry. They also gain an appreciation for human customs, food, and fine wines. Such selkies blend in better with humans and often serve as diplomats. COMBAT Selkies usually do not carry weapons underwater, as they cannot swim rapidly while carrying anything. They bite when cornered, but prefer to swim away when opponents are too powerful. On land, selkies carry weapons that they have scavenged from shipwrecks. Alternate Form (Ex): Once per month, a selkie can transform into the form of a humanoid, usually human, for as much as one week. This form is very attractive, and tends to garner attention from the locals. Their human eyes are always a bright, shiny emerald green or light blue. This transformation is non-magical and cannot be dispelled, but true seeing spells will reveal the selkie's true form. Spell-like Abilities: Once per day, once per round – augury, cure light wounds, and cure disease. Once per week – weather summoning and control weather. Venerable leaders among the selkie gain these powers as they age, as selkies are not born with them. They do not use these powers for ill, lest the sea take out its vengeance on them. SOCIETY In a selkie tribe, females account for about 2/3 of the population. Females serve in a domestic capacity, while males hunt for fish, crustaceans, and seaweed. The sexes are equally respected within the lair and the community. Selkies prefer colder waters, and lair in large underwater caverns and grottoes with pockets of air. They often build their lairs near sunken ships, which they explore and pillage for pearls and magical treasure. Such items are used in service of the community, and for defense of the lair. The selkie first appeared in the Monster Manual II (1983). They also appeared in Monstrous Compendium Volume 2 (1989), and the Monstrous Manual (1993). Edit: The "Silkie" from Dragon Magazine #41 is very similar to the well-known selkie, but they are definitely different creatures. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
new conversions from MMII!
Top