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Large Monstrous Humanoid
Hit Dice: 15d8+135 (202 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 25 (-1 size, +3 Dex, +7 natural, +6 deflection), touch 18, flat-footed 22
Base Attack/Grapple: +15/+25
Attack: Slam +20 melee (2d6+6)
Full Attack: 2 slams +20 melee (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Trip
Special Qualities: Adaptive energy resistance, damage reduction 15/special (see text), darkvision 90 ft., low-light vision, reactive skin, scent
Saves: Fort +14, Ref +12, Will +14
Abilities: Str 22, Dex 17, Con 29, Int 5, Wis 16, Cha 6
Skills: Listen +14, Spot +14
Feats: Alertness, Combat Reflexes, Improved Initiative, Improved Natural Attack (slam), Iron Will, Power Attack
Environment: Underground
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 16-27 HD (Large)
Level Adjustment: --

This powerful humanoid stands over 9 feet tall and has a bestial face vaguely reminiscent of a lizard's. Its skin is covered with patches of a strangely morphic carapace -- a constantly moving and faintly iridescent shell that covers its shoulders, torso, and upper thighs. The creature has thick forelimbs that curve slightly away from its body. The creature looks like a cross between a giant, a lizard, and an ape.

Born of arcane experiments into the changeable nature of life, the skindancer perpetuates a perversion of eldritch magic. This strange creature has prodigious defensive abilities, and many theorize that skindancers were created to serve as guardians for arcane spellcasters.

Although it is not a shapechanger, a skindancer's flesh is highly reactive to weapons and spell attacks. The thick protrusions that cover a skindancer's upper body look like a hard carapace, but in truth they shift in shape and consistency to best resist any attack that is used against it. A skindancer stands between 9 and 10 feet tall and weighs 800 pounds.

Skindancers speak Common.


A skindancer enters combat fearlessly, confident that its magical, ever-shifting skin will protect it against whatever weapons its opponents bring to bear.

Trip (Ex): A skindancer that hits with a slam attack can attempt to trip its opponent (+10 check modifier) as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the skindancer.

Adaptive Energy Resistance (Su): A skindancer gains resistance to energy based on the last type of energy that dealt damage to it. If the last type of energy was acid, it gains resistance to acid 20. If the last type of energy was fire, it gains resistance to fire 20, and so on. This resistance to energy lasts for 1 minute or until another type of energy damages the skindancer.

In most instances, a skindancer does not have resistance to energy at the beginning of combat.

Damage Reduction (Su): A skindancer gains damage reduction based on the damage type of the last weapon that damaged it. If the last weapon that damaged it was a piercing weapon, it gains damage reduction 15/bludgeoning or slashing. If the last weapon that damaged it was a slashing weapon, it gains damage reduction 15/piercing or bludgeoning. If the last weapon that damaged it was a bludgeoning and piercing weapon, it gains damage reduction 15/slashing. This damage reduction lasts for 1 minute or until another type of weapon damages the skindancer.

In most instances, a skindancer does not have damage reduction at the beginning of combat.

Reactive Skin (Su): The magical energy that suffuses a skindancer's skin can turn away attacks before they even touch the creature. This energy grants a skindancer a +6 deflection bonus to Armor Class.

Skindancers in Eberron

Skindancers inhabit caves throughout Khorvaire, although they are a particular bane to the dwarves of the Mror Holds. An enormous skindancer known only as Glamerskin threatens the dwarf enclave of Eigendor, and so far, no champion or concerted assault has succeeded in disposing of the creature.

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