Simian Agility. The Skirmisher can move along vertical surfaces and ceilings while keeping its hands free, without needing to make an ability check.
Hit-and-Run. The Skirmisher doesn’t provoke opportunity attacks from creatures it has attacked on its turn.
Pack Harrier. When an ally is within 5 ft. of the Skirmisher’s target, the Skirmisher’s weapon attacks deal an additional 7 (2d6) damage.
Unpredictable Acrobatics (Recharge 5–6). When the Skirmisher is targeted by an attack, it can impose disadvantage on that attack and immediately move up to half its speed without provoking opportunity attacks.
Multiattack. The Skirmisher makes two attacks: one with its SMG or Hand Claws, and one with its Tail Strike.
SMG Burst. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target.
Hit: 10 (2d6 + 3) piercing damage.
If the attack roll is 18 or higher, the target must succeed on a DC 14 Dexterity save or be disoriented, giving it disadvantage on its next attack roll.
Hand Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) slashing damage.
Tail Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength save or be knocked prone.
Flash-Hop Grenade (1/Day).
The Skirmisher throws a small flash device at a point within 30 feet.
Each creature within 10 ft. must make a DC 14 Constitution save or be blinded until the end of its next turn.
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Description
Chaos Skirmishers are the lightning-fast scouts and ambushers of the Chaos Insurgency — wiry, hyperactive monkey-men bred or conditioned for war. Their bodies are lean and compact, covered in short, coarse fur patterned in chaotic streaks of gray, black, and rust-red. Their eyes are wide, glassy, and constantly darting, giving them an unnerving, feral intensity.
Each one moves with frightening speed and precision. They scamper across walls, cling to ceilings, and twist through gunfire with impossible acrobatics. Their long tails act as extra limbs — gripping weapons, tripping enemies, or anchoring them mid-swing during rapid mobility assaults.
They carry lightweight submachine guns, often firing in short, sporadic bursts while somersaulting or ricocheting off cover. Their claws are sharp enough to tear through soft armor, and when they get close, they fight with a speed that leaves most soldiers overwhelmed.
Skirmishers operate best in packs, communicating with high-pitched chirps and whistles. When several strike at once, it feels like an explosion of movement — flashes of fur, steel, and muzzle fire erupting from every direction.
They aren’t disciplined like Riot Guards.
They are chaos in its purest form:
fast, savage, and impossible to predict.
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