This lithe, gray-skinned humanoid is completely hairless. It has soft, almost childlike facial features.
Speed 30 ft.
Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 6
Skulks have the ability to match their skin coloration to the surrounding environment, not unlike a chameleon. This, combined with their natural sneakiness, grants them a +15 racial bonus on Stealth checks when hiding, but only while the majority of their skin is visible to the naked eye. Thus they cannot use this ability while wearing armor or any clothing more than a loincloth. Skulks favor wearing cloaks when lurking on the fringes of civilized society which they can quickly remove so as to make full use of their chameleon blend ability.
Skulks can pass through forest and subterranean settings almost without a trace (double the DC for any tracking attempt).
Skulks favor taking levels of rogue, almost to the exclusion of any other class. The rogue’s unparalleled competence at stealth, ambush, and escape is a role they are perfectly suited for.
Organization solitary or band (3-8)
Skulks are a race of humanoids that dwell on the fringe of other societies. They are a parasitic race – the humanoid equivalent of rats that survive by theft, subterfuge, and at times outright murder. Skulks are consummate cowards, sneaking into humanoid communities under cover of darkness and taking what they desire.
Skulks never initiate combat unless there is no other option. They prefer to strike from ambush, a tactic aided by their chameleon-like ability to change their skin tone. Skulks are cowardly opponents, attempting to flee as soon as they are injured or the odds are against them.
Skulks are approximately human-sized, but are very lightly built. They have slender, graceful arms and legs. Skulks have no hair, and their eyes are usually pale blue or pink. The grayish skin of a skulk is leathery to the touch, but the skulk has the natural ability to vary its skin tone to match nearly any environment.
A typical skulk stands 6 feet tall and weighs 140 pounds.
Skulks dwell in small bands or family groups, living a nomadic existence as they travel from place to place. They move constantly so as not to attract undue attention from local militias. A skulk lair will usually be located in an area that is easily concealed, such as a cave or forest. Occasionally, skulks will sneak into a large city’s sewer system and set up a more or less permanent presence there, moving their lair from place to place under the city.
Skulks remain hidden during daylight hours, leaving the safety of their lair to conduct forays into the humanoid community under cover of darkness. A favored tactic of a skulk band is to sneak into a residence under cover of darkness and slaughter the entire family. Once that grisly task is complete, the skulks remain to take what they will from the home and leave the following dawn.
Section 15: Copyright Notice – Tome of Horrors Complete
Skulk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Simon Muth.