Selkie
System: Pathfinder | SRD
Selkie
CR 5
CN
Monstrous Humanoid (aquatic, shapechanger)
Medium
Init +7
;
Senses darkvision 60 ft., scent; Perception +9
Defense
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 45 (6d10+12)
Fort +4
Ref +8
Will +5
Resist cold 10
Offense
Speed 20 ft., swim 50 ft.
Melee bite +10 (1d8+6), 2 claws +10 (1d6+4)
Special Attacks powerful blows (bite), shake
CMB +10
CMD 23 (can't be tripped)
Statistics
Str 18,
Dex 17,
Con 14,
Int 13,
Wis 10,
Cha 19
Base Atk +6
Feats Combat Reflexes, Deceitful, Improved CriticalB (bite), Improved Initiative
Skills Bluff +12, Disguise +10, Perception +9, Sense Motive +4, Stealth +10, Swim +21
Languages Aquan, Common
SQ change shape (any Small or Medium humanoid; alter self), echo of reason, hold breath
Special Abilities
Echo of Reason (Su) 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.
Shake (Ex) 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.
This sleek, aquatic creature has short gray fur, webbed hands ending in sharp claws, and a mouth full of pointed teeth.