Selkie (CR 6/MR 2)

Selkie, Mythic (CR 6/MR 2)
XP 2,400
CN Medium monstrous humanoid (aquatic, mythic, shapechanger)
Init +7; Senses darkvision 60 ft., scent; Perception +9


AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 65 (6d10+32)
Fort +4, Ref +8, Will +5
Defensive Abilities DR 5/epic; Resist cold 10


Speed 20 ft., swim 50 ft.
Melee bite +10 (1d8+6/19-20/x2 plus grab), 2 claws +10 (1d6+4)
Special Attacks grab (Large), mythic power (2/day, surge +1d6), powerful blows (bite), shake, smother

Spell-Like Abilities (CL 6th; concentration +11)
3/day—charm person (DC 16), vocal alteration (DC 16)
1/day—reckless infatuation (DC 18), suggestion (DC 18)


Str 18, Dex 17, Con 14, Int 13, Wis 10, Cha 21
Base Atk +6; CMB +10; CMD 23 (can’t be tripped)
Feats Combat Reflexes, DeceitfulMF, Improved Critical (bite)B, Improved Initiative
Skills Bluff +15, Disguise +13, 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


Environment cold oceans
Organization solitary, pair, or pack (1 mythic selkie plus 2–13 non-mythic selkies)
Treasure standard

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 mythic 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 mythic 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.

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