13
45 (7d8 + 14)
30 ft. (human form), swim 40 ft.
Deception +5, Perception +4, Persuasion +5
fire
darkvision 60 ft.
Aquan, Common
3
The selkie can hold its breath for 30 minutes.
The selkie has advantage on saving throws against spells and other magical effects.
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.
The selkie can communicate with beasts as if they shared a language.
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
Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 6 (1d8 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 5 (1d6 + 2) bludgeoning damage.