Selkie

Medium fey (shapechanger), chaotic neutral

Armor Class

13

Hit Points

45 (7d8 + 14)

Speed

30 ft. (human form), swim 40 ft.

Skills

Deception +5, Perception +4, Persuasion +5

Damage Vulnerabilities

fire

Senses

darkvision 60 ft.

Languages

Aquan, Common

Challenge

3

Hold Breath

The selkie can hold its breath for 30 minutes.

Magic Resistance

The selkie has advantage on saving throws against spells and other magical effects.

Shapechange

The selkie can use its action to polymorph into a seal, or back into its true form of a fey creature. Its statistics, other than those for the Hold Breath feature, are the same in each form. They shed their seal skins after transforming. The selkie reverts to its true form if it dies.

Speak with Beasts

The selkie can communicate with beasts as if they shared a language.

Innate Spellcasting

The selkie's innate spellcasting ability is Charisma (spell save DC 13, +5 to spell attacks). It can innately cast the following spells, requiring no material components: • At will: detect magic • 3/Day each: charm person, cure wounds

Actions

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 6 (1d8 + 2) piercing damage.

Unarmed Strike

Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 5 (1d6 + 2) bludgeoning damage.