D&D 4e Rules
Seafoam kender didn't come around until Brynseldimir used his magic to corrupt the seas around Dimernost and Dargonost. The magical power flowed into the seaside villages, Sandpiper, Seastar, and Gill, all kender villages, changing the kender there forever. The kender now enjoy their dual lives as amphibious creatures living on both land and in the sea, as it gives them a whole new avenue that was never fully explored by any fully-terrestrial kender. Seafoam kender, having adapted to their new double life above and below the waves, have started changing over the years. Their hands and feet are webbed (this is from the magic), and their hair and skin have taken on different coloration. Seafoam kender have started to exhibit hair in aquatic hues such as blue, aquamarine, and green. Their skin is paler and more susceptible to sunburn. Eye colors usually run the gamut of their hair colors.
Dungeons & Dragons 3rd Edition (3.0 / 3.5) Game Rules
Seafoam Kender are identical to the True Kender described in the Dragonlance Campaign Setting, except as noted below.
Aquatic: Seafoam kender are humanoids with the aquatic and kender subtypes. Seafoam kender swim speed is 20 feet. A seafoam kender has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take ten on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.
Amphibious (Ex): Seafoam kender are amphibious, capable of breathing water and air equally.
Skills: Seafoam kender lose the typical kender skill bonuses (except when using the Bluff skill to taunt) since delicate things like lockpicks are more difficult to handle with webbed hands.
Dungeons & Dragons 4th Edition Game Rules
Average Height: 3'10" - 4'2"
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