Selkath

SpeciesExpanded Content

At a glance

Size
Medium
Homeworld
Manaan
Language
Selkatha
Ability increases
Intelligence +2, Charisma +1
Distinctions
Venom-tipped claws, artificial misting vents, cephalic lobes, three-digit hands, two-toed feet
Average height
4'0"
Height modifier
+2d8"
Average weight
100 lb.
Weight modifier
x(2d4) lb.
Skin colors
Blue, gray, green, pink
Hair colors
None
Eye colors
Black, blue, green
Illustration of the Selkath species
Illustration of the Selkath

Artist not recorded. Inherited from the original site's artwork, which was credited as a whole rather than image by image. See the artists.

Biology & Appearance

The Selkath are an aquatic species, known for being skilled swimmers and diplomats. Their heads resemble sting rays and they have a blue, pink, or green skin naturally patterned as an underwater camouflage. Their mouths are bracketed by cephalic lobes. Female Selkath differed from males due to the presence of tendrils on the back of their heads.

All members of the Selkath race have rectractable, venom-tipped claws. The use of these claws in any form of combat or attack was considered dishonorable and a sign of madness; to do this was to give in to animal instincts unbecoming of a sentient species. Because of the Selkath's water-dwelling nature, their chest armors were fitted with misting vents in order to keep their skin moist.

Society & Culture

Selkath are native to the planet Manaan, the only naturally occurring source of the medical liquid referred to as kolto. The Selkath have leveraged this monopoly on maintain their neutrality, peddling their invaluable healing supplies to all comers.

Manaan is an ocean planet is home to only one above-surface settlement, the floating Ahto City, built directly above Hrakert Rift, the most abundant source of kolto on Manaan. As bacta began to replace the inferior kolto on the galactic stage, Manaan fell from their previously respected position, shirking away their previous prestige and causing many Selkath to disappear from the galactic eye into isolationism and tribalism.

Names

Selkath names tend to have a flowing quality to it, like a stream of water. They rarely use surnames.

Male Names. Chata, Galas, Qual, Morgo, Shaelas

Female Names. Halsuna, Dolmas, Shasa, Ulsuru

Traits

Ability Score Increase

Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age

Selkath reach adulthood in their late teens and live up to 100 years.

Alignment

Selkath have been renowned for countless millenia of the careful preservation of neutrality. As such individuals tend towards the neutral balanced alignment, though there are exceptions.

Size

Selkath typically stand between 4 and a half to 5 and a half feet tall and average 130 pounds. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Amphibious

You can breathe air and water.

Claws

Your claws are a natural weapon, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage and have the finesse property. Lastly, as a bonus action, you can perform a special claw attack. On a hit, the target suffers the attack's normal effects, and it must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is poisoned until the end of its next turn, and you can't use this feature again until you complete a short or long rest.

Gift of the Progenitor

You know the temporary boost at-will tech power. When you reach 3rd level, you learn and can cast the kolto pack tech power once per day. When you reach 5th level, you learn and can cast the kolto cloud tech power once per day. Your techcasting ability is Intelligence. You do not require use of a wristpad for these powers.

Swim

You have a swimming speed of 30 feet.

Languages

You can speak, read, and write Galactic Basic and Selkatha. Selkatha has a very moist and gurgling tone to it.