Selki, Star 3.0
Medium-Sized Shapechanger
Hit Dice: 4d8+4 (22 hp)
Initiative: +0
Speed: 30 ft., Fly 30 (good)
AC: 18 (+8 natural), 10 in human form
Attacks: Butt +5 or by khopesh +5
Damage: Butt 2d4+2 (includes strength bonus) or khopesh 1d8+2
Face/Reach: 5 ft. by 5 ft./5 ft
Special Attacks:
Special Qualities: Alternate form
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 14, Dex 10, Con 13, Int 13, Wis 10, Cha 12
Skills: Appraise +3, Concentration +2, Diplomacy +8, Hide +3, Knowledge–Wildspace +5, Listen +2, Move Silently +2, Navigation–Wild Space +5, Search +2, Sense Motive +1, Speak Language +1, Spot +5
Feats: Alertness, Flyby Attack, Exotic Weapon—Khopesh
Climate/Terrain: Any
Organization: Solitary, Family (2-6, [2d3]), and Enclave (10-25, [5d4+5])
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral good
Advancement: By character class

    Star Selkies are shapechangers. When in their human form they are strikingly beautiful. Like terrestrial selkies, they have striking green, blue, or black eyes, with irises that sparkle with an inner light. Though somewhat absent minded, they are highly intelligent and well versed in the lore of wildspace.
    In human form, the selkie communicates in both its own language and Common. In thier star selkie form they speak in a language that sounds much like a whale songs, to date no other race understands this musical language.

    Combat: In flight, star selkies in its natural form uses its armored prow as battering ram that does 2d6+2 points of damage, after impact the selkie then extrudes ten tentacles that automatically hit impaled victims. These tentacles, tipped with lamprey-like mouths, attach to the victims and drain 1 hit point per round. A successful strength check at DC 18 to destroys one tentacle. A victim can roll to destroy a tentacle once per round. When in human form it attacks with a weapon. The most common weapon found amoung star selkies are khopesh [Medium-sized Exotic Weapon—Melee: Cost 20 gp, Damage 1d8, Critical 19–20/x2, Range —, Weight 12lbs., Type Slashing. A Character can use a khopesh to make trip attacks due to its hooklike blade. If the wielder is tripped during a trip attempt, the character can drop the khopesh to avoid being tripped].

    Alternate Form (Su): A star selkie's natural form is a large bullet shaped body having razor sharp guide fins and a prow. I has a tough natural armor which protects it from harm. It can assume on other form, that of a medium sized human. The star selkie may retain thier human form two weeks at a time after which it must then spend alike amount of time in its natural from.

    Spelljamming Ability (Su): When not within 3,750 feet of 10-ton ship/object or within an atmosphere, star selkies have innate spelljamming ability that can move them across great distances of wildspace. When not moving at spelljamming speed the star selkies moves either by flight, running or walking.

In the Spheres
Star selkie communities resemble to their terrestrial counterparts with a egyptian style. If anything, star selkies are more gregarious than their sea-going kin, occasionally even settling larger human habitation in selkie enclaves. A number of selkie merchants deal in “reclaimed goods”. Some star selkies are attracted to a human and take him or her as a mate, offsprings form such unions breed true as selkies.
    Star selkies have a special gland that produces oxygen, allowing them to travel in space as long as there is food to eat. This gland does not function properly until the selkies third year of life, so selkie enclaves must be air filled.
    It is said that star selkies originated from a group of Ptah worshippers whose colony barge crashed on a barren asteroid. In answer to their prayers of salvation, Ptah turned them into the graceful, space-adapted selkies. However, there is only circumstantial evidence of this legend. The star selkie elders are said to be priest of Ptah.


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Star Selki, © 1990 Wizards of the Coast, Inc.
d20™ System, Conversion of Star Selki ©2002, Mark Doolan
Image by Ron Pollard