The people who sold medicine to both sides
Every army in the Jedi Civil War needed the same thing, and only one world had it. Kolto, the healing fluid that put soldiers back on their feet, comes from the seas of Manaan and nowhere else, and the Selkath who live there turned that monopoly into a shield. Republic and Sith alike could dock at Ahto City, buy kolto and argue their cases, but only under Selkath law. Anyone who broke it lost the kolto. They're playable in SWURPG now, in the catalog and the Character Builder.





What makes a Selkath
A Selkath has a wide, flat head with a large eye on each side and gills hidden along the neck that work in air or water. Their children can't leave the water at all, and only as adults do their lungs let them walk on land. Skin runs blue, green or pink, patterned to look like light on the sea floor. Every one of them has retractable, poisoned claws, and every one is raised to treat those claws as the last resort: on Manaan, using them on a person is a crime.
The rest of Selkath life follows the same law-first habit. Serious cases go before the five judges of the Ahto High Court, and the court is proud of treating a Republic officer and a Sith agent exactly the same. Beneath all of it is the Progenitor, the giant firaxan shark the Selkath honor as their ancestor and the guardian of the kolto.
The build
The kit is a healer's first, with a sting held in reserve:
| Ability modifiers | CHA +1, WIS +1 |
| Skill | Treat Injury |
| Amphibious | Breathe air and water, can't drown, 20-ft swim speed, Advantage on Athletics to swim |
| Kolto Keeper | Healing you give someone else restores extra hit points equal to your proficiency bonus |
| Venomous Claws | 1d4 slashing. Once per Short Rest a hit can leave the target Poisoned, taking 1d4 Chem-Toxic every round until it makes its Constitution save |
| Open to the Deep | Disadvantage on saves against being Charmed or Frightened |
Put together, a Selkath is the crewmate everyone wants when things go wrong. Kolto Keeper boosts every heal you give, whether it's a medpac, a class feature or the Force, so a Selkath medic or Force healer gets more out of each one than anyone else at the table. The claws are there for when talking fails: a poisoned enemy fights at Disadvantage and takes a few points every round until it shakes the venom off, which can decide a close fight on its own. Underwater, you're simply better than everyone around you.
The downside is written into their history. The Progenitor's call once drove the Selkath at Hrakert Station to turn their claws on the people they worked with, and Sith mind tricks turned a whole group of Selkath youths. A Selkath has a harder time than most keeping someone else out of their head, so keep an ally close when the enemy has a Force user or a fear effect. Scoundrel, soldier, or Jedi, the kit fits. Start one in the builder and build around the heal.
Selkath in the stories
Most of the famous Selkath come from Knights of the Old Republic. Shasa was one of the Selkath youths the Sith drew into their embassy on Manaan and turned with mind tricks. After she was rescued, she founded the Order of Shasa, a Force tradition for Selkath that lasted for thousands of years. Her friend Galas wasn't as lucky, and Shelkar, the Chief Justice of the High Court, quietly helped the Republic get its kolto. In canon, the bounty hunter Chata Hyoki chased Padmé Amidala across Coruscant in The Clone Wars, and Peex Curando worked the docks at the Jedi Temple in The Acolyte, the first Selkath ever shown in live action. Their full stories are on the Selkath species page.
Build your own
The Selkath are live in the Character Builder, with the swimming, the healing, the claws and the weak spot all included. Read the full species profile for the lore and the stat breakdown, roll a Selkath name from the built-in generator, and bring a healer to your table who can also put a blade-happy thug down. Just remember the one thing every Selkath is taught: the claws are for when everything else has failed.
