Chaotic Evil Man-sized Monster (5½-ft, 120-lbs)
FREQUENCY: Rare
NO. APPEARING: 1-8
SURPRISE: 33% — Others ~Auto
SENSES: infravision
ARMOR CLASS: 7
MOVE: 12"
HIT DICE: 2 (hp 9)
% IN LAIR: 40%
TREASURE TYPE: A
THAC0: 16
MELEE: by weapon
MISSILE: by weapon
SPECIAL ATTACKS: back stab (x3) - Hits As: normal
SPECIAL DEFENSES: camouflage
WEAKNESS: cowardly
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +10%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LANGUAGES: Common, other (see description)
LEVEL: II (XP 36 + 2 per hp)
Skulks were once members of the human race with tendencies to extreme cowardice. As years passed and the race grew more and more resentful of 'normal' humans, they developed a progressively-improving ability of camouflage and now are able to blend into any background.
There is only a 10% chance of sighting an immobile skulk.
A skulk moves quickly and quietly, freezing into immobility and near-invisibility at the first hint of danger. Their favorite tactic is to attack from behind at +4 'to hit', doing triple damage if successful (as a 5th level thief).
They speak the Common tongue and their alignment tongue. 20% of skulks will also speak another language - usually a near-human tongue such as elvish.
Skulks live by theft and murder on the edges of civilization. They keep to small bands, moving often and camping in deep dark forests or underground lairs. Their usual tactics of attacking unsuspecting victims from behind or murdering entire sleeping families make them universally despised, and if a skulk is captured it is usually the recipient of an unpleasant death at the hands of the community.
However, they are rarely seen, and even more rarely captured, because of their camouflage ability, and their cunning is such that they are nearly impossible to track (one-fifth normal chance, even for a ranger, so if a skulk passes through a secret door, for instance, a ranger tracking it would only have a 5% chance of following the trail).
They will never openly attack a party which looks powerful, though they may set an ambush in an attempt to pick off a straggler or sentry, or (even better) attack when the party members are sleeping. They much prefer weak or helpless victims. Skulks still exhibit extreme cowardice and will flee at the slightest wounding or setback, taking whatever treasure they can.