
Selkath
Selkath are an amphibious species from the ocean world of Manaan, known for guarding the only natural source of kolto in the galaxy, for a legal code they enforce without fear or favor, and for the poisoned claws they are raised never to use.
Home world: Manaan
- Size
- Medium
- Speed
- 30 ft
- Height
- About 1.5 meters (some over 2 meters)
- Weight
- 50 to 90 kilograms (Assumption: not given in canon or Legends sources)
- Adulthood
- When they can first breathe air (Assumption: no standard-year age is given in canon or Legends sources)
Traits
Amphibious
You breathe air and water with equal ease and cannot drown. You have a swim speed of 20 feet and Advantage on Athletics checks made to swim.
Venomous Claws
Your long fingers end in retractable, poisoned claws, which you can use for unarmed strikes dealing 1d4 slashing damage. Once per Short Rest, when you hit with them, the target must succeed on a Constitution saving throw (DC = 8 + PB + CON mod) or be Poisoned for up to 1 minute. While Poisoned this way, it takes 1d4 Chem-Toxic damage at the start of each of its turns and repeats the save at the end of each of its turns, ending the effect on a success. Selkath keep the claws for the last extremity; using them against a person is a crime on Manaan.
Kolto Keeper
When you restore hit points to another creature by any means, it regains additional hit points equal to your proficiency bonus.
Open to the Deep
Selkath minds are unusually easy to reach from outside. The Progenitor's call once drove the Selkath of Hrakert Station to turn on their own colleagues, and Sith mind tricks turned a generation of Selkath youths. You have Disadvantage on saving throws against being Charmed or Frightened.
Lore
Selkath are an amphibious species from the ocean world of Manaan, known for guarding the only natural source of kolto in the galaxy, for a legal code they enforce without fear or favor, and for the poisoned claws they are raised never to use. For thousands of years the healing fluid in their seas made them rich and hard to bully: every army that wanted its wounded back on their feet needed Selkath kolto, and the Selkath set the terms.
They are built for the water. A Selkath has a wide, flat head with a large eye set on each side and gill slits hidden along the neck that work as well in air as they do underwater. Young Selkath can only breathe while submerged, and it's only as adults that they can leave the sea at all. Even then they never fully stop preferring it, and Selkath working offworld tend to keep their skin wet. Their long fingers end in retractable claws that carry a poison, and every Selkath learns early that those claws are for the last extremity and nothing short of it.
Manaan sits in the Pyrshak system of the Inner Rim, a world with no land at all. The Selkath lived beneath its surface for most of their history and built Ahto City, the famous floating capital, for offworlders rather than for themselves. The kolto comes from the depths, chiefly the Hrakert Rift near Ahto City, and so does Selkath religion. They tell of the Progenitor, a giant firaxan shark they regard as the ancestor of both their people and the firaxa, and as the source or the guardian of the kolto itself. (In Legends, the Progenitor proved to be real.)
Selkath society runs on law. During the Jedi Civil War (in Legends) they turned their kolto monopoly into a shield: the Republic and the Sith were both allowed on Manaan, but only if they obeyed Selkath law, and a violation meant losing the kolto altogether. Serious crimes, from murder to breaches of the neutrality agreement, went before the Ahto High Court, a panel of five judges in Ahto West whose rulings were famously strict. Using one's claws on another person is illegal on Manaan, and a Selkath who does it has broken a taboo as much as a statute.
Their history has been hard on that neutrality. In Legends, the Sith lured Selkath youths into their embassy and turned them with mind tricks. One of them, Shasa, survived to found the Order of Shasa, a Force tradition for Selkath that endured for thousands of years. Around the same time the Republic's kolto station at Hrakert disturbed the Progenitor, and her telepathic call drove the Selkath there mad enough to claw their own colleagues to death. Generations later the reborn Sith Empire refused to accept Manaan's impartiality and bombarded its surface cities, and the Selkath retreated beneath the waves. In canon they turn up far from home: the bounty hunter Chata Hyoki chased Padmé Amidala across Coruscant in *The Clone Wars*, Peex Curando served as a dockmaster at the Jedi Temple in *The Acolyte* (the species' first live-action appearance), and a Selkath diplomat served the New Republic in *Hyperspace Stories — Codebreaker*.
As a player character, a Selkath is a calm presence with teeth held in reserve. **CHA +1** and **WIS +1** suit a people of brokers, judges and healers, and every Selkath is trained in **Treat Injury**. **Amphibious** lets you breathe and fight underwater with a 20-foot swim speed. **Kolto Keeper** adds your proficiency bonus to any healing you give someone else, which makes a Selkath welcome in any crew. **Venomous Claws** give you a weapon nobody expects from a medic. The cost is **Open to the Deep**: Selkath minds are easy to turn from outside, and you have Disadvantage on saves against being Charmed or Frightened. Selkath fit healers, diplomats, investigators and Force users of the Order of Shasa, and a Selkath who has had to use the claws makes for a character with something to explain.
Physical Description
Selkath typically stand around 1.5 meters, about a head shorter than an average Human, though heights vary widely. Some top 2 meters, while others are short, stocky and heavily muscled through the torso and limbs. The head is wide and flat, with a large eye on each side of it, and the mouth sits low on the face. Females are easy to tell apart: they have tendrils trailing from the back of the head, and their mouths are bracketed by cephalic lobes.
Their skin comes in blues, pinks and greens, patterned for camouflage on the sea floor. The top of the head often mimics the dappled look of light falling through water, hiding a Selkath from anything hunting above it, and the exact pattern a family carries reflects the colors of the sea floor where it lived. Concealed gill slits let adults breathe air or water with equal ease. Children cannot; a young Selkath is confined to the water until its lungs mature.
Each of their long fingers ends in a retractable claw laced with poison. The claws stay sheathed through almost all of a Selkath's life. Away from Manaan, Selkath look after their skin. Peex Curando, working the docks of the Jedi Temple on Coruscant, wore an atmospheric mister concealed under his tunic. (Assumption: that care for a wet skin is common to Selkath living on land, not just to him.)
Culture & Personality
Selkath come across as composed, deliberate and hard to rattle. They speak Selkath, also called Selkatha, a wet and gurgling language that sounds far better underwater than in air and that few outsiders ever master, so most offworld dealings happen in Basic, carefully and at the Selkath's own pace. A people who have sold the galaxy's most sought-after medicine to both sides of a war learn patience and a good sense of when they have leverage.
Law sits at the center of Selkath life. They value impartiality, prize a fair hearing over a fast one, and expect outsiders to respect Manaan's rules exactly as written. That can read as coldness or pedantry to offworlders who assumed a bribe or a friendly word would bend things. The claws sit under the same code of restraint. Drawing them on another person is shameful, so a Selkath who does so is either desperate or has decided the rules no longer apply, and other Selkath will want to know which.
Their reverence for the Progenitor and the deep ocean gives many Selkath a quiet, spiritual streak. The history of Hrakert and the Sith embassy also leaves a certain wariness about anyone who wants inside their heads. Selkath who leave Manaan tend to become healers, traders, brokers and investigators, and occasionally bounty hunters. Force-sensitive Selkath may carry the teachings of the Order of Shasa: protect Manaan and choose peace.
Famous Selkath Characters
ShasaFounder of the Order of Shasa
Shasa was a Force-sensitive Selkath girl in Ahto City during the Jedi Civil War. The Sith lured her and other Selkath youths into their embassy on Manaan and bent them with mind tricks until Revan brought them out. She never forgot how easily her generation had been turned, and she founded the Order of Shasa, a Force tradition for Selkath dedicated to protecting Manaan that outlasted her by thousands of years (Legends).
ShaelasShasa's father
Shaelas was a Selkath of Ahto City whose daughter Shasa vanished along with several other young Selkath during the Jedi Civil War. He asked Revan to find out what had happened to them, which exposed the Sith embassy's scheme to recruit and indoctrinate Selkath youths (Knights of the Old Republic; Legends).
GalasSith embassy recruit
Galas was a young, Force-sensitive Selkath drawn into the Sith embassy on Manaan alongside his childhood friend Shasa. When he said he wanted to leave, the Sith tortured him to death. Revan found him in his last moments, still holding a pin Shasa had given him as a child (Knights of the Old Republic; Legends).
ShelkarChief Justice of the Ahto High Court
Shelkar was the Chief Justice of the Ahto High Court during the Jedi Civil War, senior among the five judges who ruled on Manaan's gravest cases. Quietly sympathetic to the Republic, he helped arrange the deal that let the Republic build Hrakert Station and draw extra kolto, the decision that later woke the Progenitor (Knights of the Old Republic; Legends).
Chata HyokiBounty hunter
Chata Hyoki was a male Selkath bounty hunter during the Clone Wars and the first Selkath to appear in modern canon. Hired alongside Robonino on Count Dooku's contract, he went after Senator Padmé Amidala on Coruscant, roughing up Onaconda Farr and Bail Organa along the way and chasing her on speeder bikes before she escaped to address the Senate (The Clone Wars, "Pursuit of Peace").
Peex CurandoJedi Temple dockmaster
Peex Curando was a Selkath dockmaster and passenger-service agent at the Jedi Temple on Coruscant around 132 BBY, the first Selkath ever shown in live action (The Acolyte, "Lost / Found"). Blue-skinned and yellow-eyed, Peex wore an atmospheric mister under a tan tunic to cope with life out of the water.
Frequently Asked Questions
What is a Selkath in Star Wars?
Selkath are an amphibious species from the ocean world of Manaan, known for guarding the only natural source of kolto in the galaxy, for a legal code they enforce without fear or favor, and for the poisoned claws they are raised never to use. For thousands of years the healing fluid in their seas made them rich and hard to bully: every army that wanted its wounded back on their feet needed Selkath kolto, and the Selkath set the terms.
What are the Selkath ability score modifiers in SWURPG?
A Selkath character gains +1 Wisdom and +1 Charisma to their ability scores in SWURPG.
What species traits do Selkath characters have?
Selkath characters have 4 species traits: Amphibious, Venomous Claws, Kolto Keeper, Open to the Deep.
Can I play a Selkath in SWURPG?
Yes — Selkath is a free, fully playable species in SWURPG, a fan-made Star Wars tabletop RPG. Pick it in the browser-based character builder and its ability modifiers and traits apply automatically.
What are some Selkath names?
Example Selkath names include Shasa, Shaelas, Galas, Shelkar, Chata Hyoki, Peex Curando. Generate more original Selkath names with the SWURPG Star Wars name generator.
Who are some famous Selkath characters?
Famous Selkath characters include Shasa, Shaelas, Galas, Shelkar, Chata Hyoki, Peex Curando.