Chaotic Evil Man-sized Monster (5-6-ft tall)
FREQUENCY: Rare
NO. APPEARING: 1-8
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 7
SPEED: 120 ft.
HIT DICE: 2 (hp 9)
% IN LAIR: 40%
TREASURE TYPE: A
ATTACK AC 0: 16
MELEE: longsword (1d8) or dagger (1d4)
MISSILE: javelin (1d6) or darts (1d3/1d3/1d3)
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 (any demi-human; 20%)
LEVEL: II (XP 36+2 per h.p.)
Back stab. A skulk can back stab as a 5th level thief.
Camouflage. (immediate) An immobile skulk can camouflage itself (as if invisible) as an immediate action with a 90% (d%; 1-90) chance of success. A skulk can do this even out in the open. Because this takes no time, a skulk can creep up to a victim, freezing in place if they should hear them, becoming unseen.
Cowardly. Skulks select only the weakest appearing targets (preferring children or the elderly). They won't face multiple strong-appearing opponents openly. If wounded, a skulk must make an immediate morale check.
Untrackable. Those able to track have only a 1/5-th of their normal chance to track a skulk.
Skulks are a race of cowardly and lazy humanoids that live on the fringes of society, stealing what they need and doing what they must—even committing casual murder—to survive. Their unabashed cowardice is perhaps their most widely known trait, but skulks don’t see themselves as particularly craven. Instead, they view their dishonorable behaviors as the most expedient method of survival. They hate most other humanoids, viewing them as lazy and foolish, and think nothing of sneaking into a home, killing all the residents, and burglarizing what they can carry off without getting caught.
Skulks travel in small groups, rarely forming tribes, for in larger groups bickering quickly leads to violent infighting. Murder between skulks is not uncommon, but they understand safety in numbers, and most frown upon treason within a group that is already relatively small, punishing traitors with a quick death. When possible, they set up camps in discreet spots near other settlements, commonly inhabiting sewers, caves, or forests—though their unsavory, murderous tactics often force them to relocate before local law enforcement, quickly alerted to their presence once the remains of a family of victims are discovered, finds them.
Skulks are roughly the same size as a human, averaging 6 feet tall, though they are significantly more gangly and nimble, and commonly weigh only 140 pounds. Skinny arms and legs help them sneak around obstacles and squeeze into narrow spaces. Skulks can live up to 50 years, though most die from violence long before that.
Environment. Temperate/sub-tropical, uninhabited/wilderness areas (forest, rough, hills, mountains); City/town (night only); Underground