Empathic Link. Skinwalkers share a communal awareness, allowing them to sense the location and emotional state of other nearby skinwalkers. Any that are within 60 feet of each other are in consistent contact and are able to tap into each other’s senses, meaning that if one of them is able to see something, they all can, or if one of them is able to hear something, they all can. No skinwalker is considered flanked unless all skinwalkers within 60 feet are flanked.
Keen Hearing and Smell. The skinwalker has advantage on Wisdom (Perception) that rely on hearing or smell.
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Multiattack.
The skinwalker makes two claw attacks and two other melee attacks, or two attacks with its longbow.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage and the target must succeed on a DC 15 Constitution save or take an additional 2 (1d4) poison damage and be poisoned for 1d6 rounds.
Macuahuitl. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage and 4 (1d8) slashing damage. This weapon scores a critical hit on an attack roll of 17-20, however, once a critical hit is landed the obsidian shards break and the weapon only deals bludgeoning damage until repaired.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 6 (1d4 + 4) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage and the target must succeed on a DC 15 Constitution save or take an additional 2 (1d4) poison damage and be poisoned for 1d6 rounds.
Description
This humanoid figure is armed with a sturdy club bearing jagged ridges of obsidian and a shield that displays the image of a multi-headed beast wrapped with tentacles. They wear what appears to be the hide of a demonic lion. The underside of this pelt is raw muscle, fusing to the person’s skin and becoming one with them. The beat’s head rears up around the person’s head, while its arms, hanging down from the warrior’s shoulders, writhe like snakes ready to strike.
Spawn of Madness Skinwalkers are born to serve Demogorgon, the demon lord, through a foul ritual. During this ritual, a priest of Demogorgon flays the skin of a living humanoid using a lash prepared from the claws and intestines of a demonic lion known as a jarilith. At the end of the process, the victim is burned alive on a pyre. However, just before the sacrifice perishes, the skin of the jarilith is thrown into the fire, at which point the two merge and become one.
Ancient Weaponry Many cults of Demogorgon have existed far before the current age of civilization. While most certainly mad, these cults often uphold the traditions that have prevailed since their inception, particularly in their tools of bloodshed. The macuahuitl is one such weapon. While not invented by one such cult, it was common use in the time when many cults of Demogorgon held their apex of power. A brutal weapon, the macuahuitl is a fine club crafted to house dozens of extremely sharp obsidian shards. This weapon is unparalleled in raw destructive power, however, it is quite fragile, and often in the ferocity of battle, the obsidian elements will break, crack, or find themselves in need of replacement.
Natural Poisons Skinwalkers are fond of augmenting their attacks with poison. As survivalists, they are extremely knowledgeable when discerning which plants and other natural elements can be used to inflict terrible pain. Their constant exposure to such substances has granted them a degree of resistance to their own poisons as well as a terrific offensive option.
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