When a mindflayer has connected itself to you with a telepathic bond via an illithid tadpole (dead or alive), if the connection is made with a living illithid child, then the bond between the host and the recipient will be stronger allowing for the hosts intelligence score to be carried over, however this does mean that the charisma stat is put at 10 (typically with a +0 modifier as the connection does make human interactions harder so your roll would be untampered with and up to the dice and chance entirely, however this is not including any items the recipient is wearing or using that would change CHA.)
If the illithid is dead then resurrected and manually controlled to take over a creature then it results in more chaotic versions of the creature, whilst still under your control they will tend to under-perform though they will attempt to complete a task the best of their ability, with no regard for themselves, like animals.
Nothing is changed if someone with that had an alive illithid is killed or die then resurrected by their necro-master, they will still act as before.
When you become an intelligent skin-walker you can gain additional abilities, such as:
- Mimic: At 3rd level of whatever class the recipient was before becoming enslaved. As an action, you can choose to learn the fighting style of an opponent in your line of sight, to give yourself advantage for one minute (10 rounds)
- Replicate: As an action you can assume the form of an opponent you can see, the detail of which is down to the dm's discretion.
-Spell check: Every level after 3 of whatever class you are, you gain a slot in which you can temporarily (for a minute/ 10 rounds) learn a spell you witnessed and add it to your roster, as a reaction to having seen a spell that your necro-master would recognise.
The only part of a skin walker that can't be healed are the eyes, however they can't decompose like the rest of the body too.
Comments