> ##### time to drop knowledge## class features

as a use notes to point out some interesting information. tables and lists both work within a note. time to drop knowledge > ##### time to drop knowledge use notes to point out some interesting information. tables and lists both work within a note. drifting in off the currents of the ether and formed from the souls lost to oblivion, the skinwalker possesses and kills with an evil, primal intelligence, its being stitched together by malign forces, folded within dark robes that set like iron against attack. a pale face, skin stretched tight as if nailed in place, sits within the shadowed, indistinct mass of its form. in limbo's streets, thronging with every form of life in the planar universe, it disappears into frightening anonymity. worse is when it possesses unsuspecting creatures, consuming them from within. these lost souls are witness to the darkness that now controls their body, yet are unable to stop themselves as they begin to slip away into the same oblivion that birthed the skinwalker. only under the bright light of suns and lamps is the cruel destiny of these unfortunate victims revealed, their possessed forms casting no shadows as the skinwalker consumes their very essence. there are no legends or myths of these creatures, as they kill often, indiscriminately, and with dark effectiveness. they are rare creatures, and only conjured out of the ether by those with nothing to lose. those that survive its insatiable hunt keep their silence, avoiding remembering their struggle against the rising tide of shadows. skinwalker large undead, chaotic evil armor class 17 (natural armour)

17 (natural armour) hit points 245(30d10 + 80)

245(30d10 + 80) speed 40 ft. str dex con int wis cha 14 (+2) 20 (+5) 19 (+4) 18 (+4) 16 (+3) 10 (+0) saving throws dex +10, con +9, int +9

dex +10, con +9, int +9 skills acrobatics +10, deception +5, stealth +10

acrobatics +10, deception +5, stealth +10 damage vulnerabilities radiant

radiant damage resistances fire, bludgeoning, piercing, and slashing damage from nonmagical weapons

fire, bludgeoning, piercing, and slashing damage from nonmagical weapons condition immunities grappled, frightened

grappled, frightened senses darkvision 160 ft., passive perception 13

darkvision 160 ft., passive perception 13 languages —

— challenge 12 (8,400 xp) amorphous. the skinwalker can move through a space as narrow as 1 inch wide without squeezing. tenebrosity as an action, the skinwalker plunges the area around one creature it can see within 30 feet of it into a magical darkness. at the start of that creature's next turn, it must succeed on a dc 17 wisdom saving throw or make a single melee or ranged weapon attack against a random creature within range. shade. while in dim light or darkness, the skinwalker can take the hide action as a bonus action. to do so, it must leave any corpse it is possessing. shadow slip. when it drops to 0 hit points, the skinwalker breaks apart into shadows instead of falling unconscious. if it can't transform, it is destroyed.

while it has 0 hit points in shadow form, it can't revert to its skinwalker form. while in this incorporeal form, it can't be attacked or tracked, but must reach a location of complete darkness within 2 hours or be destroyed. it is then paralysed until it regains 1 hit point. after spending 1 hour in complete darkness with 0 hit points, it regains 1 hit point. it then gains resistance the damage type that killed it. actions multiattack. the skinwalker makes two shade claw attacks. shade claw. melee weapon attack: +10 to hit, reach 10 ft., one creature. hit: 18 (3d8+5) slashing damage. strength leech (recharge 4-6). melee weapon attack: +10 to hit, reach 10 ft., one creature. hit: 18 (3d8+5) necrotic damage and the target's strength score is reduced by 1d4. the target dies if this reduces its strength to 0. otherwise, the reduction lasts until the target finishes a long rest. reactions like smoke. smothering a creature with its incorporeal mass, the skinwalker can use its reaction to move up to its full movement and stop any attack made against it. legendary actions the skinwalker can take 3 legendary actions, choosing from the options below. only one legendary action can be used at a time and only at the end of another creature's turn. the skinwalker regains spent legendary actions at the start of its turn. dark blink. the skinwalker moves up to its movement speed without provoking opportunity attacks. possession. if the skinwalker drops below 20 hp, it can attempt to escape by possessing a creature within 10 feet of it. the target must succeed on a dc 17 constitution saving throw or be possessed by the skinwalker. all actions are now under the control of the skinwalker.

the target can repeat the saving throw at the start of each of its turns, ejecting the skinwalker on a success. on a failure, the target takes 7 (2d6) necrotic damage. if this damage reduces the target to 0 hit points, the skinwalker kills it and can continue to possess its corpse. reinforcement (costs 3 actions). the skinwalker can use any corpses it can see within 10 feet to create an ally. pulling the face from the corpse, the skinwalker creates a duplicate of itself. it has exactly the same statistics and actions as the skinwalker, but only has half of its hit points and no legendary actions. this ally lasts until its hp is reduced to 0. at the end of combat, it dissipates. , you gain the following class features hit points hit dice: 1d6 per use notes to point out some interesting information. tables and lists both work within a note. time to drop knowledge use notes to point out some interesting information. > ##### time to drop knowledgeuse notes to point out some interesting information. tables and lists both work within a note. drifting in off the currents of the ether and formed from the souls lost to oblivion, the skinwalker possesses and kills with an evil, primal intelligence, its being stitched together by malign forces, folded within dark robes that set like iron against attack. a pale face, skin stretched tight as if nailed in place, sits within the shadowed, indistinct mass of its form. in limbo's streets, thronging with every form of life in the planar universe, it disappears into frightening anonymity. worse is when it possesses unsuspecting creatures, consuming them from within. these lost souls are witness to the darkness that now controls their body, yet are unable to stop themselves as they begin to slip away into the same oblivion that birthed the skinwalker. only under the bright light of suns and lamps is the cruel destiny of these unfortunate victims revealed, their possessed forms casting no shadows as the skinwalker consumes their very essence. there are no legends or myths of these creatures, as they kill often, indiscriminately, and with dark effectiveness. they are rare creatures, and only conjured out of the ether by those with nothing to lose. those that survive its insatiable hunt keep their silence, avoiding remembering their struggle against the rising tide of shadows. skinwalker large undead, chaotic evil armor class 17 (natural armour) hit points 245(30d10 + 80) speed 40 ft. str dex con int wis cha 14 (+2) 20 (+5) 19 (+4) 18 (+4) 16 (+3) 10 (+0) saving throws dex +10, con +9, int +9 skills acrobatics +10, deception +5, stealth +10 damage vulnerabilities radiant damage resistances fire, bludgeoning, piercing, and slashing damage from nonmagical weapons condition immunities grappled, frightened senses darkvision 160 ft., passive perception 13 languages — challenge 12 (8,400 xp) amorphous. the skinwalker can move through a space as narrow as 1 inch wide without squeezing. tenebrosity as an action, the skinwalker plunges the area around one creature it can see within 30 feet of it into a magical darkness. at the start of that creature's next turn, it must succeed on a dc 17 wisdom saving throw or make a single melee or ranged weapon attack against a random creature within range. shade. while in dim light or darkness, the skinwalker can take the hide action as a bonus action. to do so, it must leave any corpse it is possessing. shadow slip. when it drops to 0 hit points, the skinwalker breaks apart into shadows instead of falling unconscious. if it can't transform, it is destroyed.

while it has 0 hit points in shadow form, it can't revert to its skinwalker form. while in this incorporeal form, it can't be attacked or tracked, but must reach a location of complete darkness within 2 hours or be destroyed. it is then paralysed until it regains 1 hit point. after spending 1 hour in complete darkness with 0 hit points, it regains 1 hit point. it then gains resistance the damage type that killed it. actions multiattack. the skinwalker makes two shade claw attacks. shade claw. melee weapon attack: +10 to hit, reach 10 ft., one creature. hit: 18 (3d8+5) slashing damage. strength leech (recharge 4-6). melee weapon attack: +10 to hit, reach 10 ft., one creature. hit: 18 (3d8+5) necrotic damage and the target's strength score is reduced by 1d4. the target dies if this reduces its strength to 0. otherwise, the reduction lasts until the target finishes a long rest. reactions like smoke. smothering a creature with its incorporeal mass, the skinwalker can use its reaction to move up to its full movement and stop any attack made against it. legendary actions the skinwalker can take 3 legendary actions, choosing from the options below. only one legendary action can be used at a time and only at the end of another creature's turn. the skinwalker regains spent legendary actions at the start of its turn. dark blink. the skinwalker moves up to its movement speed without provoking opportunity attacks. possession. if the skinwalker drops below 20 hp, it can attempt to escape by possessing a creature within 10 feet of it. the target must succeed on a dc 17 constitution saving throw or be possessed by the skinwalker. all actions are now under the control of the skinwalker.

the target can repeat the saving throw at the start of each of its turns, ejecting the skinwalker on a success. on a failure, the target takes 7 (2d6) necrotic damage. if this damage reduces the target to 0 hit points, the skinwalker kills it and can continue to possess its corpse. reinforcement (costs 3 actions). the skinwalker can use any corpses it can see within 10 feet to create an ally. pulling the face from the corpse, the skinwalker creates a duplicate of itself. it has exactly the same statistics and actions as the skinwalker, but only has half of its hit points and no legendary actions. this ally lasts until its hp is reduced to 0. at the end of combat, it dissipates. level hit points at 1st level: 6 + your constitution modifier hit points at higher levels: 1d6 (or 4) + your constitution modifier per use notes to point out some interesting information. tables and lists both work within a note. time to drop knowledge use notes to point out some interesting information. > ##### time to drop knowledgeuse notes to point out some interesting information. tables and lists both work within a note. drifting in off the currents of the ether and formed from the souls lost to oblivion, the skinwalker possesses and kills with an evil, primal intelligence, its being stitched together by malign forces, folded within dark robes that set like iron against attack. a pale face, skin stretched tight as if nailed in place, sits within the shadowed, indistinct mass of its form. in limbo's streets, thronging with every form of life in the planar universe, it disappears into frightening anonymity. worse is when it possesses unsuspecting creatures, consuming them from within. these lost souls are witness to the darkness that now controls their body, yet are unable to stop themselves as they begin to slip away into the same oblivion that birthed the skinwalker. only under the bright light of suns and lamps is the cruel destiny of these unfortunate victims revealed, their possessed forms casting no shadows as the skinwalker consumes their very essence. there are no legends or myths of these creatures, as they kill often, indiscriminately, and with dark effectiveness. they are rare creatures, and only conjured out of the ether by those with nothing to lose. those that survive its insatiable hunt keep their silence, avoiding remembering their struggle against the rising tide of shadows. skinwalker large undead, chaotic evil armor class 17 (natural armour) hit points 245(30d10 + 80) speed 40 ft. str dex con int wis cha 14 (+2) 20 (+5) 19 (+4) 18 (+4) 16 (+3) 10 (+0) saving throws dex +10, con +9, int +9 skills acrobatics +10, deception +5, stealth +10 damage vulnerabilities radiant damage resistances fire, bludgeoning, piercing, and slashing damage from nonmagical weapons condition immunities grappled, frightened senses darkvision 160 ft., passive perception 13 languages — challenge 12 (8,400 xp) amorphous. the skinwalker can move through a space as narrow as 1 inch wide without squeezing. tenebrosity as an action, the skinwalker plunges the area around one creature it can see within 30 feet of it into a magical darkness. at the start of that creature's next turn, it must succeed on a dc 17 wisdom saving throw or make a single melee or ranged weapon attack against a random creature within range. shade. while in dim light or darkness, the skinwalker can take the hide action as a bonus action. to do so, it must leave any corpse it is possessing. shadow slip. when it drops to 0 hit points, the skinwalker breaks apart into shadows instead of falling unconscious. if it can't transform, it is destroyed.

while it has 0 hit points in shadow form, it can't revert to its skinwalker form. while in this incorporeal form, it can't be attacked or tracked, but must reach a location of complete darkness within 2 hours or be destroyed. it is then paralysed until it regains 1 hit point. after spending 1 hour in complete darkness with 0 hit points, it regains 1 hit point. it then gains resistance the damage type that killed it. actions multiattack. the skinwalker makes two shade claw attacks. shade claw. melee weapon attack: +10 to hit, reach 10 ft., one creature. hit: 18 (3d8+5) slashing damage. strength leech (recharge 4-6). melee weapon attack: +10 to hit, reach 10 ft., one creature. hit: 18 (3d8+5) necrotic damage and the target's strength score is reduced by 1d4. the target dies if this reduces its strength to 0. otherwise, the reduction lasts until the target finishes a long rest. reactions like smoke. smothering a creature with its incorporeal mass, the skinwalker can use its reaction to move up to its full movement and stop any attack made against it. legendary actions the skinwalker can take 3 legendary actions, choosing from the options below. only one legendary action can be used at a time and only at the end of another creature's turn. the skinwalker regains spent legendary actions at the start of its turn. dark blink. the skinwalker moves up to its movement speed without provoking opportunity attacks. possession. if the skinwalker drops below 20 hp, it can attempt to escape by possessing a creature within 10 feet of it. the target must succeed on a dc 17 constitution saving throw or be possessed by the skinwalker. all actions are now under the control of the skinwalker.

the target can repeat the saving throw at the start of each of its turns, ejecting the skinwalker on a success. on a failure, the target takes 7 (2d6) necrotic damage. if this damage reduces the target to 0 hit points, the skinwalker kills it and can continue to possess its corpse. reinforcement (costs 3 actions). the skinwalker can use any corpses it can see within 10 feet to create an ally. pulling the face from the corpse, the skinwalker creates a duplicate of itself. it has exactly the same statistics and actions as the skinwalker, but only has half of its hit points and no legendary actions. this ally lasts until its hp is reduced to 0. at the end of combat, it dissipates. level after 1st proficiencies armor: none weapons: rubber chicken tools: thieve's tools saving throws: constitution, dexerity skills: choose two from performance, deception, medicine, perception equipment you start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons (a) five javelins or (b) any simple melee weapon 1 button use notes to point out some interesting information. tables and lists both work within a note. time to drop knowledge use notes to point out some interesting information. tables and lists both work within a note.

1d6 per

drifting in off the currents of the ether and formed from the souls lost to oblivion, the skinwalker possesses and kills with an evil, primal intelligence, its being stitched together by malign forces, folded within dark robes that set like iron against attack.

a pale face, skin stretched tight as if nailed in place, sits within the shadowed, indistinct mass of its form. in limbo's streets, thronging with every form of life in the planar universe, it disappears into frightening anonymity.

worse is when it possesses unsuspecting creatures, consuming them from within. these lost souls are witness

to the darkness that now controls their body, yet are unable to stop themselves as they begin to slip away into the same oblivion that birthed the skinwalker. only under the bright light of suns and lamps is the cruel destiny of these unfortunate victims revealed, their possessed forms casting no shadows as the skinwalker consumes their very essence.

there are no legends or myths of these creatures, as they kill often, indiscriminately, and with dark effectiveness. they are rare creatures, and only conjured out of the ether by those with nothing to lose. those that survive its insatiable hunt keep their silence, avoiding remembering their struggle against the rising tide of shadows.

skinwalker large undead, chaotic evil armor class 17 (natural armour)

17 (natural armour) hit points 245(30d10 + 80)

245(30d10 + 80) speed 40 ft. str dex con int wis cha 14 (+2) 20 (+5) 19 (+4) 18 (+4) 16 (+3) 10 (+0) saving throws dex +10, con +9, int +9

dex +10, con +9, int +9 skills acrobatics +10, deception +5, stealth +10

acrobatics +10, deception +5, stealth +10 damage vulnerabilities radiant

radiant damage resistances fire, bludgeoning, piercing, and slashing damage from nonmagical weapons

fire, bludgeoning, piercing, and slashing damage from nonmagical weapons condition immunities grappled, frightened

grappled, frightened senses darkvision 160 ft., passive perception 13

darkvision 160 ft., passive perception 13 languages —

— challenge 12 (8,400 xp) amorphous. the skinwalker can move through a space as narrow as 1 inch wide without squeezing.

tenebrosity as an action, the skinwalker plunges the area around one creature it can see within 30 feet of it into a magical darkness. at the start of that creature's next turn, it must succeed on a dc 17 wisdom saving throw or make a single melee or ranged weapon attack against a random creature within range.

shade. while in dim light or darkness, the skinwalker can take the hide action as a bonus action. to do so, it must leave any corpse it is possessing.

shadow slip. when it drops to 0 hit points, the skinwalker breaks apart into shadows instead of falling unconscious. if it can't transform, it is destroyed.

while it has 0 hit points in shadow form, it can't revert to its skinwalker form. while in this incorporeal form, it can't be attacked or tracked, but must reach a location of complete darkness within 2 hours or be destroyed. it is then paralysed until it regains 1 hit point. after spending 1 hour in complete darkness with 0 hit points, it regains 1 hit point. it then gains resistance the damage type that killed it. actions multiattack. the skinwalker makes two shade claw attacks.

shade claw. melee weapon attack: +10 to hit, reach 10 ft., one creature. hit: 18 (3d8+5) slashing damage.

strength leech (recharge 4-6). melee weapon attack: +10 to hit, reach 10 ft., one creature. hit: 18 (3d8+5) necrotic damage and the target's strength score is reduced by 1d4. the target dies if this reduces its strength to 0. otherwise, the reduction lasts until the target finishes a long rest.

reactions like smoke. smothering a creature with its incorporeal mass, the skinwalker can use its reaction to move up to its full movement and stop any attack made against it.

legendary actions the skinwalker can take 3 legendary actions, choosing from the options below. only one legendary action can be used at a time and only at the end of another creature's turn. the skinwalker regains spent legendary actions at the start of its turn.

dark blink. the skinwalker moves up to its movement speed without provoking opportunity attacks.

possession. if the skinwalker drops below 20 hp, it can attempt to escape by possessing a creature within 10 feet of it. the target must succeed on a dc 17 constitution saving throw or be possessed by the skinwalker. all actions are now under the control of the skinwalker.

the target can repeat the saving throw at the start of each of its turns, ejecting the skinwalker on a success. on a failure, the target takes 7 (2d6) necrotic damage. if this damage reduces the target to 0 hit points, the skinwalker kills it and can continue to possess its corpse.

reinforcement (costs 3 actions). the skinwalker can use any corpses it can see within 10 feet to create an ally. pulling the face from the corpse, the skinwalker creates a duplicate of itself. it has exactly the same statistics and actions as the skinwalker, but only has half of its hit points and no legendary actions. this ally lasts until its hp is reduced to 0. at the end of combat, it dissipates.

level after 1st

Proficiencies

Armor: None

None Weapons: Rubber Chicken, Simple weapons

Rubber Chicken, Simple weapons Tools: Artian's tools, one musical instrument

Saving Throws: Strength, Charisma

Strength, Charisma Skills: Choose two from Nature, Perception, Arcana, Insight, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a martial weapon and a shield or (b) two martial weapons

(a) five javelins or (b) any simple melee weapon

10 lint fluffs

As a

use notes to point out some interesting information. tables and lists both work within a note. time to drop knowledge > ##### time to drop knowledge use notes to point out some interesting information. tables and lists both work within a note.

drifting in off the currents of the ether and formed from the souls lost to oblivion, the skinwalker possesses and kills with an evil, primal intelligence, its being stitched together by malign forces, folded within dark robes that set like iron against attack.

a pale face, skin stretched tight as if nailed in place, sits within the shadowed, indistinct mass of its form. in limbo's streets, thronging with every form of life in the planar universe, it disappears into frightening anonymity.

worse is when it possesses unsuspecting creatures, consuming them from within. these lost souls are witness

to the darkness that now controls their body, yet are unable to stop themselves as they begin to slip away into the same oblivion that birthed the skinwalker. only under the bright light of suns and lamps is the cruel destiny of these unfortunate victims revealed, their possessed forms casting no shadows as the skinwalker consumes their very essence.

there are no legends or myths of these creatures, as they kill often, indiscriminately, and with dark effectiveness. they are rare creatures, and only conjured out of the ether by those with nothing to lose. those that survive its insatiable hunt keep their silence, avoiding remembering their struggle against the rising tide of shadows.

skinwalker large undead, chaotic evil armor class 17 (natural armour)

17 (natural armour) hit points 245(30d10 + 80)

245(30d10 + 80) speed 40 ft. str dex con int wis cha 14 (+2) 20 (+5) 19 (+4) 18 (+4) 16 (+3) 10 (+0) saving throws dex +10, con +9, int +9

dex +10, con +9, int +9 skills acrobatics +10, deception +5, stealth +10

acrobatics +10, deception +5, stealth +10 damage vulnerabilities radiant

radiant damage resistances fire, bludgeoning, piercing, and slashing damage from nonmagical weapons

fire, bludgeoning, piercing, and slashing damage from nonmagical weapons condition immunities grappled, frightened

grappled, frightened senses darkvision 160 ft., passive perception 13

darkvision 160 ft., passive perception 13 languages —

— challenge 12 (8,400 xp) amorphous. the skinwalker can move through a space as narrow as 1 inch wide without squeezing.

tenebrosity as an action, the skinwalker plunges the area around one creature it can see within 30 feet of it into a magical darkness. at the start of that creature's next turn, it must succeed on a dc 17 wisdom saving throw or make a single melee or ranged weapon attack against a random creature within range.

shade. while in dim light or darkness, the skinwalker can take the hide action as a bonus action. to do so, it must leave any corpse it is possessing.

shadow slip. when it drops to 0 hit points, the skinwalker breaks apart into shadows instead of falling unconscious. if it can't transform, it is destroyed.

while it has 0 hit points in shadow form, it can't revert to its skinwalker form. while in this incorporeal form, it can't be attacked or tracked, but must reach a location of complete darkness within 2 hours or be destroyed. it is then paralysed until it regains 1 hit point. after spending 1 hour in complete darkness with 0 hit points, it regains 1 hit point. it then gains resistance the damage type that killed it. actions multiattack. the skinwalker makes two shade claw attacks.

shade claw. melee weapon attack: +10 to hit, reach 10 ft., one creature. hit: 18 (3d8+5) slashing damage.

strength leech (recharge 4-6). melee weapon attack: +10 to hit, reach 10 ft., one creature. hit: 18 (3d8+5) necrotic damage and the target's strength score is reduced by 1d4. the target dies if this reduces its strength to 0. otherwise, the reduction lasts until the target finishes a long rest.

reactions like smoke. smothering a creature with its incorporeal mass, the skinwalker can use its reaction to move up to its full movement and stop any attack made against it.

legendary actions the skinwalker can take 3 legendary actions, choosing from the options below. only one legendary action can be used at a time and only at the end of another creature's turn. the skinwalker regains spent legendary actions at the start of its turn.

dark blink. the skinwalker moves up to its movement speed without provoking opportunity attacks.

possession. if the skinwalker drops below 20 hp, it can attempt to escape by possessing a creature within 10 feet of it. the target must succeed on a dc 17 constitution saving throw or be possessed by the skinwalker. all actions are now under the control of the skinwalker.

the target can repeat the saving throw at the start of each of its turns, ejecting the skinwalker on a success. on a failure, the target takes 7 (2d6) necrotic damage. if this damage reduces the target to 0 hit points, the skinwalker kills it and can continue to possess its corpse.

reinforcement (costs 3 actions). the skinwalker can use any corpses it can see within 10 feet to create an ally. pulling the face from the corpse, the skinwalker creates a duplicate of itself. it has exactly the same statistics and actions as the skinwalker, but only has half of its hit points and no legendary actions. this ally lasts until its hp is reduced to 0. at the end of combat, it dissipates.

, you gain the following class features

Hit Points