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Skinwalker Ranger 1

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This man seems human at first, but a closer look reveals he has claws and sharp teeth.

Skinwalker CR 1/2

XP 200
Male skinwalker ranger 1
N Medium humanoid (shapechanger, skinwalker)
Init +2; Senses low-light vision; Perception +6

DEFENSE

AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +2

OFFENSE

Speed 30 ft.
Melee 2 claws +4 (1d4+3)
Ranged longbow +3 (1d8/×3)
Special Attacks favored enemy (human +2) Skinwalker Spell-like Abilities (CL 1st; concentration +3)

1/dayspeak with animals

STATISTICS

Str 17, Dex 14, Con 13, Int 8, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Power Attack
Skills Climb +7, Handle Animal +5, Perception +6, Survival +6, Swim +7; Racial Modifiers +2 Handle Animal
Languages Common
SQ change shape, track +1, wild empathy +2

SPECIAL ABILITIES

Change Shape (Su)

A skinwalker can change shape to a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to his choice of Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect.

Each time a skinwalker assumes bestial form, he can choose to gain two claw attacks that each deal 1d4 points of damage, 60 foot darkvision, or a +1 natural armor bonus.

These benefits last until the skinwalker returns to his humanoid form as a swift action. A skinwalker must first return to his humanoid form before changing to bestial form again to change benefits. The skinwalker presented here is currently in bestial form, and has claw attacks and a +2 racial bonus to Strength.