Skinwalker

This bestial humanoid has wicked claws and a wolf-like face.

Skinwalker (Yee Naaldlooshii) CR 17

XP 102,400
CE Large outsider (native, shapechanger)
Init +13; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +26; Aura frightful presence (300 feet, DC 26)

AC 32, touch 18, flat-footed 23 (+9 Dex, +14 natural, –1 size)
hp 279 (18d10+180); regeneration 15 (fire)
Fort +21, Ref +22, Will +11
DR 15/cold iron and magic; Immune fear; SR 28

Speed 40 ft.
Melee bite +26 (2d8+9/19–20), 2 claws +26 (2d6+9/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks bestial awakening, haunting gaze, rend (2 claws, 2d6+13 plus 1d6 Cha damage)
Spell-Like Abilities (CL 18th; concentration +25)

Constant—tongues
1/day—control weather (as druid), nightmare (DC 22)

Str 29, Dex 29, Con 31, Int 26, Wis 20, Cha 24
Base Atk +18; CMB +28; CMD 47
Feats Critical Focus, Deceitful, Flyby Attack, Improved Critical (bite, claws), Improved Initiative, Persuasive, Power Attack, Staggering Critical (DC 28)
Skills Acrobatics +27, Bluff +36, Diplomacy +9, Disguise +36, Fly +28, Intimidate +32, Knowledge (arcana, nature, religion) +26, Knowledge (planes) +29, Perception +26, Sense Motive +26, Stealth +26, Spellcraft +26, Survival +23; Racial Modifiers +4 Bluff, +4 Disguise
Languages Common, Druidic; tongues
SQ change shape (any animal or humanoid, shapechange), mimicry, perfect copy

Environment any land
Organization solitary
Treasure none

Bestial Awakening (Su) Curse—Nightmare targeting a creature that has seen the skinwalker’s eyes; save Will DC 26; onset 1 minute; frequency 1/day; effect 1d4 Wis drain (minimum Wis 1); cure 3 consecutive saves. When a victim’s Wisdom reaches 1, his alignment becomes chaotic evil and, if he is a Small, Medium, or Large humanoid without the lycanthrope template, he gains the lycanthrope template (with wolf as the base animal). Miracle or wish can remove a template gained in this manner and restore the victim’s alignment. The save is Charisma-based.

Haunting Gaze (Su) When a skinwalker uses its nightmare spell-like ability, the victim is also exposed to bestial awakening (see above) if the victim has ever seen the skinwalker’s eyes.

Mimicry (Ex) A skinwalker is proficient in all weapons, armor, and shields. In addition, a skinwalker can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.

Perfect Copy (Su) When a skinwalker uses change shape, it can assume the appearance of specific individuals.

Skinwalker, or yee naaldlooshii, is a term for an evil witch able to assume the form of an animal, often as a result of lycanthropy. Ancestral skinwalkers are the primordial beings that are the source of the skinwalker tradition. Among the first beings of humanoid form to populate the Material Plane, ancestral skinwalkers acquired their powers by committing heinous crimes against nature, the gods, and their own kinfolk. They now exist as horrid, shapechanging monsters that want nothing more than to corrupt everyone and everything around them.

Skinwalking Warlock (CR +2) The magical abilities of most ancestral skinwalkers are subsumed in their spell-like and supernatural racial abilities, but some acquire access more traditional forms of witchcraft (often by consuming the flesh of powerful spellcasters). Each of these so-called skinwalking warlocks has the spellcasting ability of a 17th-level witch and counts as its own witch’s familiar; a skinwalking warlock does not gain any other witch class features.

Section 15: Copyright Notice – Epic Meepo Presents

Epic Meepo Presents: Monsters. © 2011-2012, Eric Morton.
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