Skinwalker (5e Creature)
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Skinwalker[edit]
Medium monstrosity (shapechanger), chaotic evil Armor Class 16 (natural armor)
Saving Throws Con +8, Wis +8 Shapechanger. The skinwalker can use its action to polymorph into a Small or Medium humanoid it has seen, into a beast of its choice, or back into its true form. Its statistics, other than its size, Strength, Dexterity, and Constitution scores and actions, are the same within each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. While not in its true form, the skinwalker takes half damage. Ambusher. The skinwalker has advantage on attack rolls against any creature it has surprised. Keen Senses. The skinwalker has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell. Magic Resistance. The skinwalker has advantage on saving throws against spells and other magical effects. Mimicry. The skinwalker can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Natural Mask. While not in its true form, the skinwalker has advantage on Charisma (Deception) checks to hide its true identity. Pounce. If the skinwalker moves at least 20 feet straight toward a creature and then hits it with a bite or claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the skinwalker can make one bite attack against it as a bonus action. Standing Leap. The skinwalker's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Surprise Attack. If the skinwalker surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. ACTIONSMultiattack. The skinwalker makes three melee attacks. In its true form, it makes one with its bite and two with its claws. Bite (True Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claw (True Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. BONUS ACTIONSAggressive. The skinwalker moves up to its speed toward a hostile creature that it can see. Nimble Escape. The skinwalker takes the Disengage or Hide action.
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Shapeshifting is a frightening ability. The power to become something you're not at will is rightfully unsettling, as most creatures who wield this power are not the kindest beings. Many are cruel and brutal, and this one has a name befitting its ability. Most when they hear it rightfully feel their skin crawl: the yee naaldlooshii, or skinwalker. He Who Walks on All Fours. A skinwalker is a monstrous perversion of nature spawned by an act of defying it. The ritual to become a skinwalker is only possible through witchcraft, so witches can become skinwalkers. In addition, the transformation is only possible for those who have committed the most horrid of cultural taboos; such as the murder of a close blood relative, incest, and necrophilia. Only committing acts that destroy one's humanity can qualify one for the dance of the skinwalker. Variants: Skinwalker Spellcasters and ItemsSome skinwalkers maintain their magic through the transformation. A skinwalker spellcaster has a challenge rating of 10 (5,900 XP) and the following trait: Some skinwalkers carry a blowgun made of bone and corpse dust. Such a skinwalker gains the following actions: Corpse Dust. Corpse dust is a powder made from grinding the bones of twin infants. The skinwalker throws this dust in a 10-foot cone. Each creature in the area must make a DC 24 Constitution saving throw, taking 8d8 poison damage on a failed save and is poisoned for 1 hour, or half as much damage on a success and is not poisoned. While poisoned, the target takes 4d8 poison damage at the start of each of the skinwalker's turns, and dies if the poison damage reduces the target to 0 hit points. |
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