Skinwalker

Medium abberation(shapechanger), chaotic evil

Armor Class: 13 (natural armor)

13 (natural armor) Hit Points: 360(40d8 + 180)

360(40d8 + 180) Speed: 40ft., Fly 50 ft.(True Form only)

STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5) 20 (+5)

Saving Throws: Str +11, Dex +11 Con +10, Int +11, Cha+ 12,

Str +11, Dex +11 Con +10, Int +11, Cha+ 12, Skills: Arcana +18, Intimidation + 15, History +12, Stealth +10, Deception +12, Performance +12, Perception +10

Arcana +18, Intimidation + 15, History +12, Stealth +10, Deception +12, Performance +12, Perception +10 Damage Resistances: Acid, Cold, Fire, Lightning, Necrotic, Psychic

Acid, Cold, Fire, Lightning, Necrotic, Psychic Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing from nonmagical attacks

Poison; Bludgeoning, Piercing, and Slashing from nonmagical attacks Condition Immunities: Paralzyed, Poisoned, Charmed

Paralzyed, Poisoned, Charmed Senses: Truesight 100 ft, passive Perception 20

Truesight 100 ft, passive Perception 20 Languages: Common(or English and Navajo), Abyssal, Celestial

Common(or English and Navajo), Abyssal, Celestial Challenge 23(50,000 XP)

Astral Horror. Anyone gazing at the Skinwalker while possessed of Truesight is forced to make a DC 20 Wisdom saving throw or be subjected to 2d6 psychic damage and becomes stunned for one turn. Once this effect has occured for a creature, or if a creature's saving throw is successful it is immune to this effect. This effect does not occur for any creature with the Celestial or Fiend type.

Immutable and Absolute. The Skinwalker is immune to any spell or effect that would alter its physical form or reduce its Intelligence, Wisdom or Charisma scores . This does not apply to any action or spell performed or cast by a creature with the Celestial type. This does not apply to its Shapechange ability or its Mystic Predator ability.

Innate Spellcasting. The Skinwalker's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:

At will: Acid Splash, Detect Magic, Fire Bolt, Gust, Spider Climb

3/Day Each: Dispel Magic, Counterspell, Fireball, Invisibility, Lightning Bolt, Melf's Acid Arrow, Shield

1/Day Each: Blight, Magic Circle, Power Word Pain

Keen Smell: The Skinwalker has advantage on Wisdom(Perception) checks that rely on smell

Legendary Resistance (3/day): If the Skinwalker fails a saving throw, it can instead choose to succeed.

Magic Attacks: The Skinwalker's attacks count as magical for the purposes of overcoming resistance.

Magic Resistance: The Skinwalker has Advantage on saving throws against spells and other magical effects

Mystic Predator: The Skinwalker feeds off of the energy of spellcasters. Whenever a Spellcaster or creature with an Innate Spellcasting trait is reduced to below zero hitpoints by the Skinwalker, it adds the creature's spellcasting stat bonus(both bonuses if the creature was both a Spellcaster and had Innate Spellcasting) to its own Charisma score. It loses 1 bonus point every 1d4 days until it is reduced back to its initial 20 Charisma, starting the day after it acquired the extra points

Pain Intellectus: The Skinwalker has an instinctive understanding of how to inflict pain. Whenever it makes a successful attack, the targeted creature must make a DC 20 Wisdom save or become Frightened of the Skinwalker. If a creature's saving throw is successful it is immune to this effect for the next 24 hours

Shapechange. As a bonus action, the Skinwalker can polymorph into any Humanoid or Beast with a challenge rating no higher than its own; back into its Hybrid form; or into its True Formand it can chose if any equipment it may be carrying is transformed along with it or borne by the new form. In a new form, the Skinwalker retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, its Intelligence, Wisdom, and Charisma scores, its spellcasting, its Astral Horror, Immutable and Absolute, Magic Attacks, Magic Resistance, Mystic Predator, and Pain Intellectus traits, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. If slain, its body always reverts to its True Form and any looking at it's corpse must make a DC 20 Wisdom save or be subjected to 1d4 Psychic damage. If it changes into its True Form, all creatures that can see it must make a successful DC 20 Wisdom saving throw or be subjected to 2d4 Psychic damage. All physical attacks against the Skinwalker are made with Disadvantage when in this form, but the Skinwalker also makes all attack rolls and ability checks with Disadvantage The Skinwalker is automatically forced into its True Form when it is below 20 hitpoints and it cannot use its Shapechange ability when it is below this threshold.

Actions

Multiattack The Skinwalker makes three attacks, two Claw attacks and one Bite attack (Hybrid or True Form) or three Bite Attacks(True Form only).

Bite(Hybrid and True Form only) Melee Weapon Attack +6 to hit, reach 5 ft, 1 target. Hit: 8(1d6+4) Piercing damage. If the target is a Spellcaster or has the Innate Spellcasting trait, it must make a successful DC 20 saving throw with its casting stat, or take 1d6 damage to its spellcasting stat while the Skinwalker can choose to either gain the re-use of a spent spell from its Innate Spellcasting list or gain a single use of one of the target's known spells of 7th level or below, if the target succeeds the initial saving throw, it is immune to this effect for 24 hours. If it is both a Spellcaster and has Innate Spellcasting or otherwise has two or more separate spellcasting stats. the targeted creature can choose which of its casting stats to use for the saving throw. This effect applies to any bite attack the Skinwalker may have while polymorphed

Claw(Hybrid and Humanoid form only) Melee Weapon Attack +6 to hit, reach 5 ft., 1 target. Hit: 15(2d10+4) Slashing damage

Legendary Actions

The Skinwalker can take three legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Skinwalker regains spent legendary actions at the end of its turn.

Claw(Hybrid or Humanoid form only): The Skinwalker makes a Claw attack

Shapechange: The Skinwalker uses its Shapechange ability(the Skinwalker cannot take this action if it is below 20 hitpoints)

Spell: The Skinwalker casts a spell(Costs 2 Legendary Actions)