Homebrew SkinWalker Species Details

The SkinWalker is part of the traditional belief system of a number of Native peoples. Although descriptions can vary somewhat, common to all these cultures is the view that the SkinWalker is a malevolent, cannibalistic, supernatural being. They were strongly associated with winter, the north, coldness, famine, and starvation.

The SkinWalker was gaunt to the point of emaciation, its desiccated skin pulled tightly over its bones. With its bones pushing out against its skin, its complexion the ash gray of death, and its eyes pushed back deep into their sockets, the SkinWalker looked like a gaunt skeleton recently disinterred from the grave. What lips it had were tattered and bloody  Unclean and suffering from suppurations of the flesh, the SkinWalker gave off a strange and eerie odor of decay and decomposition, of death and corruption.

SkinWalker Traits

Cold Resistance, Can survive extreme cold conditions, Gain Hp from eating humanoids, Understand Woodland Creatures, Sharp Beast Claws 1 D4 damage

Ability Score Increase

Strength increase +2, Wisdom Increase +1

Age

3000 Years

Alignment

SkinWalkers tend towards Chaotic alignments

Size

SkinWalkers are around 7-9 Feet on average. Size medium

Speed

Base walking speed is 35 Feet

Darkvision

You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were in bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

FrostBorn

Resistance to cold damage. Ignore difficult terrain created by ice or snow. Can tolerate as low as -50 Degrees F Without additional Protection. If wearing heavy clothes can tolerate as low as -100 degrees F.

Change Appearance

As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Commune With Nature

Have advantage on wisdom (insight), (perception), Charisma (Persuasion) Checks when dealing with Animals and fey Creatures.

Claws

Unarmed attacks Do 1D4 damage + strength modifier. Slashing damage

Languages

Speak, read and write common and sylvan.

Comments

Posts Quoted:
Reply
Clear All Quotes