Selachioids

Selachoids, Sharkmen, Children of Sekolah, Rippers, upon first look these Sharklike Humanoids look like monsters.

The wide oceans knows many monsters, the the ravenous sahuagin, equally ravenous pirates, but few can match the primal ferocity and cunning of the Selachii. The firstborn children of the Demon-God Sekolah very much so resemble their ancestor. The Selachii, or simply Sharkmen as they are sometimes referred to as, are humanoid sharks known across the world for their propensity for violence and easy confidence. Though dangerous as a fact and famously short tempered, the Selachioids have found themselves installed firmly in the societies of some coastal cities and civilizations. These Selachioids find work as sailors, dockworkers, marines, street thugs, guides, and some even fall into adventuring.

Selachoid Traits


  • Average Height: 5'0" - 6'6"
  • Average Weight: 140-280 lbs.
  • Ability Scores: Your Dexterity score increases by 2
  • Size: You size is Medium
  • Speed: You have a base speed on land equal to 30 feet & a base swimming speed equal to 40 feet
  • Vision: Darkvision of 60 feet
  • Languages: Common, Aquan
  • Amphibious: You can breath air and water and you have a swim speed equal to your land speed +10 feet.
  • Rubbery Bones: You have a durable and flexible body, which is very good at absorbing blows. When you aren't wearing armor, your AC is equal to 11 + your Dexterity modifier. You can use this calculation to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal with this calculation. In addition you can choose to gain advantage on a Dexterity Saving Throw once per Long or Short Rest. When wearing heavy armor you will gain a point of exhuastion after wearing it for a period of time that exceeds Constitution Mod * 10 Minutes(Minimum 5 minutes).
  • Keen Senses: Like sharks Selachoids are sensitive to the electricity in living organisms which augments their already keen senses. You are profecient in the Wisdom(Perception) skill.
  • Bite: Your rowed maw is a natural weapon, which you can use to make unarmed attacks. If you hit with it, you deal slashing damage equal to 1d4 + your Strength Modifier.
  • Swim while you Sleep : Selachoids You may go into a trance for 4 hours instead of sleeping for a long rest.
  • Aquatic Temperment: Your body is adapted to the most extreme ocean depths, You have disadvantage on checks against becoming fatigued when in arid or dry climates. Guardians of the Depths. Also you ignore any of the drawbacks caused by a aquatic environment.
  • Exterme Electrosenstivity: You are Vulnerable to Lightning Damage

Reefer Traits


  • Ability Scores: Your Wisdom score increases by 1
  • Poison Coral Shapers: Reef Selachoid are experts at shaping and molding the venomous coral of their home enviroments. You gain advantage on Wisdom(survival) checks for creating or applying poison. In addition Reefers have advantage on Constituiton Saving Throws against resisting poison
  • Ambush Predators: Reef Selachoid hunt within the tight confines of the coral caves. And even on land they retain an amazing ability to jink in unexpected ways when charging at an aenemy. When Reefers spend their movement only moving toward an enemy, they can choose to take the dodge action as a bonus action.
  • Poison Resistance: Resistant to Poison Damage

Hunter Traits


  • Ability Scores: Your Strength score increases by 1
  • Toothed-skin hunters: If you are caught in a grapple you may use your reaction to make an unarmed attack on the creature holding you in the grapple. The attack uses dexterity and deals 1d4+Dexterity Mod damage.
  • Savage Bloodlust: If you bring a target to below half of it's hitpoint maximum with a melee attack you may make an additional bite attack on that target as part of that attack action. You have advantage on this bite attack.
  • Deep Stalkers: You have resistance to Cold Damage.