Vampiric Druid: As a bonus action, the Skinwalker can shift into the form of a humanoid, beast, or monstrosity it has drunk the blood of in the past 48-hours. It must drink at least one cup of said blood. The Skinwalker retains it Cha, Wis, and Int stats during the shift. If it becomes a beast or monstrosity that cannot speak it cannot cast spells in that form. It gains the hit points, str, con, and dex, scores of that form. When reduced to 0 hit point the Skinwalker reverts to its true form and any extra damage is taken from that form.
Vampiric Knowledge: The Skinwalker gains the memories of any creature it drinks a cup of blood from so long as the creature has an Intelligence score of 4 or higher. The Skinwalker does not gain any spells from doing this.
Spellcasting: The Skinwalker is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +5 to hit with spell attacks). The Skinwalker has following Wizard spells prepared:
Cantrips (at will): Shocking grasp, Toll the Dead, Minor Illusion
1st level (once per day): Alarm, Cause fear, False life, Thunderwave, Sleep, Gentle Repose
Magic resistance: The Skinwalker is resistant to magic and magical effects. It has advantage on saving throws against magic and magic effects.
Multi-Attack: The Skinwalker makes two attacks with its claws.
Claws (Skinwalker form only): Attack: +5 Hit: 17(4d6+3) slashing. The Skinwalker can choose not to deal damage with the claw attack and instead for the target to make a STR save of 14. If the target fails it is grappled by the Skinwalker.
Bite: The Skinwalker tries to bite its target. Attack:+5 Hit:10(1d6+3) piercing, 1d6 necrotic. The skinwalker drains half a cup of blood from the target on a hit.
Description
Born by a dark ritual, these Creatures are full of evil. Their magical birth grants them resistance to many forms of magic. They wish for nothing but to feed on prey and play with them as they do so. They are adept at studying their prey before feeding. This has taught some of them to use magic. The older ones are known to be strong casters and be able to walk around towns unnoticed for years.
The more they feed the more dangerous these creatures become. Using the faces of friends and relatives to pull on the heartstrings of other prey.
Lair and Lair Actions
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