Freaks

Skincrawler

Once a common rodent species, the Skincrawler has mutated beyond recognition through prolonged exposure to unstable Exaltium runoff and necrotic fields. Its body is a grotesque collection of twitching nerves, exposed sinew, and shifting muscle fibers that allow it to stretch, contort, and reassemble at will. It can shed its outer layer of flesh like a skin suit, slithering free in search of a new form or slipping through cracks and vents no living thing should pass through.

Skincrawlers are not feared for their strength but for their insidious ability to infest entire structures. Where there is one, there are always more, and the discarded husks they leave behind still twitch with residual life. Their presence gradually warps the environment, creating trails of gelatinous mucus, distorted reflections, and sudden cold spots that defy logic.

Survivors of infested areas often hear whispers that crawl beneath the skin—voices that do not belong to anything human. Some say prolonged exposure to Skincrawlers alters the mind, breaking down rational thought and replacing it with alien compulsions. Others believe that the Skincrawlers are not acting alone but as scouts for something far more intelligent—and far more terrifying—lurking in the deep rot.

Endure: d10

Navigate: d12

Influence: d8

Glean: d4

Manifest: d6

Attack: d8

Armor: 0

Life Points: 10

Range: 4

Speed: 12

Size: Average

Shed Form: 1st - Passive - Navigate - Self

The Skincrawler can peel itself apart, allowing it to escape danger with an eerie ease. The Skincrawler has advantage on Navigate checks to escape or avoid being grappled, shoved, or moved against its will.

Twitching Husk: 2nd - Action - Influence - 3 Spaces

The Skincrawler leaves behind a fragment that moves unnaturally, disturbing those who see it. Choose an opponent within range. They must succeed on an Influence check against the Skincrawler’s Influence die or experience disadvantage on their next Capacity check.

Parasitic Growth: 3rd - Action - Attack - Melee

The Skincrawler’s tendrils burrow into living flesh. Make a melee attack against an enemy. On a hit, the target takes Escalation damage immediately and again at the end of their next turn unless they use an action to remove the tendrils.

Horrid Reformation: 4th - Reaction - Endure - Self

When mortally wounded, the Skincrawler’s loose flesh recombines into a new form. When reduced to 0 Life Points, the Skincrawler can make an Endure check against Escalation. On a success, it reforms with half of its Life Points restored. Once the Skincrawler uses this power, it cannot do so again until it rests.

Echoing Hive Mind: 5th - Passive - Influence - 6 Spaces

The Skincrawler is never truly alone; its mind links with every other Skincrawler within range. If a Skincrawler begins its turn near another Skincrawler, it can take one additional action per turn.