Upheaval

Skulk

CR 1, CE Medium Monstrous humanoid

Senses: Perception 5, Low Light Vision

Speed: 30 ft.  Skills: Stealth 16

Languages: Common, Undercommon

Ability Scores: Str 11 (+0), Dex 14 (+5), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 7 (-2)

INIT: +6  CP: +2  HP: 16 (3d8+3)  SA: --  DC: 14

AC: 12  Touch: 12  Flat-footed: 10 [+2 Dodge]

SR: --  Vulnerable: --  Resistant: --  Bypass: --

Immunity: --  Effect Immunity: --

QUALITIES

Camouflage (ex) - The Skulk blends in with its surroundings. A DC 20 Perception check is required to notice it before it attacks for the first time. Sometimes other skills (nature) might be able to be used as a substitute for Perception, when appropriate.

ACTIONS
Attacks
DESCRIPTION

Environment: any land or underground

Organization: solitary, pair, band (3-8), tribe (9-16)

Treasure: standard (short sword, 2 daggers, other treasure)

This smooth-skinned, hairless humanoid has penetrating eyes and skin that shifts and changes to mimic his surroundings.

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 of more than 16, 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. Although skulks have racial Hit Dice, they generally advance in power by taking class levels. Rogue is a favorite choice among skulks, for their natural abilities at stealth and sneak attacks fit well with this choice, but they also excel in the roles of clerics, fighters and rangers who specialize in ranged weapons, and rarely as wizards (particularly illusionists).

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. Skulk Society 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. Skulk Characters 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. +4 Dexterity, +2 Constitution, +2 Wisdom, -4 Charisma. Skulks are nimble and hardy but not very personable. Low-Light Vision: A skulk can see twice as far as a human in dim light. Racial Hit Dice: A skulk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0. Racial Skills: A skulk's humanoid levels give it skill points equal to 2 x (2 + Int modifier). Its racial class skills are Perception and Stealth. Skulks gain a +15 racial bonus on Stealth checks when hiding due to their chameleon blend ability (see above). They suffer a -4 penalty to their effective Wisdom against Intimidate skill checks due to their innate cowardice. Saves: Skulks have a -4 penalty on all saves against fear spells and effects. Racial Feats: A skulk's humanoid levels give it one feat. AC: +1 natural armor bonus. Chameleon Blend: See entry. Sneak Attack: See entry. Untrackable: See entry. Languages: Skulks begin play speaking Common. Skulks with high Intelligence scores can choose from the following languages: Goblin, Orc, Sylvan, Undercommon.