The Skinwalkers Species in Lords of Kaena | World Anvil
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The Skinwalkers

Bloodstained Souls of the Night

There is an evil in the land of Tcharnovog, a stain on the human soul spoken of only in hushed whispers, and the Skinwalker is its child.

D&D 5E

 
STANDARD RACIAL TRAITS  
  • Ability Score Modifiers: +1 Strength, +2 Charisma. OR choose one of (a) Any +2, any other +1 or (b) Any +1, any other +1, any other +1.
  • Size: Medium
  • Speed: 30 Feet, 30 Climb
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
  • Deathless Nature: You don't need to breathe.
  • Enthralling: Your uncanny nature gains you proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, or Persuasion.
  • Spider Step: You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • Skinwalking: As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
  • Languages: You begin play speaking, reading, and writing Common and one language in which you were raised, which for the Skinwalkers is typically Moksha. You may, if desired, choose one bonus language that you and your DM agree is appropriate.

PATHFINDER 1E

STANDARD RACIAL TRAITS
  • Ability Score Modifiers: Skinwalkers are fast and unnervingly seductive, but physically frail. They gain +2 Dexterity, -2 Constitution, +2 Charisma.
  • Size: Skinwalkers are Medium creatures.
  • Type: Skinwalkers are Humanoids with the Dhampir subtype.
  • Base Speed: 30 Feet
  • Languages: Skinwalkers begin play speaking Moksha. Skinwalkers with high intelligence may choose additional languages from: Aelfric, High Ghukliuk, Otchipwe, and Runic.
  • Darkvision: Skinwalkers see perfectly in the dark up to 60 feet.
  • Hypnotic: Skinwalkers may cast charm person and charm animal as spell-like abilities up to twice per day, with a caster level equal to his character level. At 6th level, Skinwalkers may also cast charm monster up to twice per day as a spell-like ability with a caster level equal to his character level.
  • Negative Energy Affinity: Though a living creature, a Skinwalker reacts to positive and negative energy as if it were undead — positive energy harms it, while negative energy heals it.
  • Shadowless: A Skinwalker casts no shadows and shows no reflection in a mirror; in a room with shadowy or better illumination, or with one or more mirrors, creatures gain a +5 circumstance bonus on their Knowledge (religion) checks to identify the Skinwalker.
Scientific Name
Homo Sapien Desmodus
Lifespan
Less than 120 Years
Average Height
4'10'' to 6'2''
RACIAL FEATS
Ancestral Scorn
Bat Shape
Bat Shape, Dire
Blood Drinker
Blood Feaster
Blood Salvage
Dark Sight
Dark Sight, Improved
Diverse Palate
Fury of the Tainted
Fury of the Tainted, Improved
Gloom Sight
Gloom Strike
Natural Charmer
Spider Step

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