Medium humanoid (skulk), chaotic neutral/evil
Armor Class 14
Hit Points 27 (6d8)
Speed 40 ft.
Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 20 (-5) | 10 (+0) | 12 (+1) | 10 (+0) | 10 (+0) |
Saving Throws Dex +7
Skills Deception +2, Insight +2, Perception +2, Stealth +10
Damage Immunities radiant
Condition Immunities blinded
Senses darkvision 120 ft., passive Perception 8
Languages Common plus two other languages
Challenge 1 (200 XP)
Fallible Invisibility. The skulk is invisible. This invisibility can be circumvented by three things:
- The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a mirror or on another surface.
- The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown.
- Humanoid children, aged 10 and under, can see through this invisibility.
Sneak Attack. The skulk leader can make a sneak attack for 4d6 damage as a 7th level rogue but only when using a small weapon.
Trackless. The skulk leaves no tracks to indicate where it has been or where it’s headed.
Voice Mimicry. The skulk leader can mimic any voice it has heard, including accents and speech patterns.
ACTIONS
- Multiattack. The skulk leader can make two attack with its claws or one attack with its stiletto.
- Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage. If the skulk has advantage on the attack roll, the target also takes 10 (3d6) necrotic damage.
- Stiletto. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d3 + 5) piercing damage. If conditions are met, the skulk leader can also make a Sneak Attack.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
The skulk leader is a medium humanoid with a slender and graceful build, similar to elves. Their faces are soft and delicate, with pink or blue eyes that seem innocent and curious. However, their skin is tough and leathery, like a reptile’s. Their natural color is light gray, but they can change it at will to match their surroundings. Skulks have no hair on their bodies, making them even more adaptable to different environments.
The skulk leader has 6 Hit Dice and can speak two additional languages besides Common and Skulkish. The skulk leader is proficient in deception, insight, perception, and stealth skills. The skulk leader also has the following abilities:
- Fallible Invisibility: The skulk leader is invisible. This invisibility can be circumvented by three things: Charnel Candles, Children, and Reflective Surfaces.
- Voice Mimicry: The skulk leader can mimic any voice it has heard, including accents and speech patterns.
- Backstab: The skulk leader can backstab as a 7th level rogue.
COMBAT
The skulk leader is a cowardly and opportunistic fighter, who avoids direct confrontation unless trapped or confident of victory. The skulk leader prefers to strike from the shadows, using its stealth and speed to surprise and backstab its enemies. The skulk leader is also skilled at using ranged weapons or thrown daggers from a safe distance.
The skulk leader often works in small groups with other skulks, coordinating their attacks with their secret language of clicks and whistles. The skulk leader also uses its voice mimicry to lure or distract its targets, impersonating anyone they encounter.
The skulk leader is very cautious and cunning, always looking for an escape route or a hiding place. The skulk leader never fights fair, using dirty tricks and cheap shots to gain an edge. The skulk leader will surrender or beg for mercy if cornered, but will stab its captors in the back at the first opportunity.
HABITAT / SOCIETY
The skulk leader lives in dark and secluded areas, such as deep forests or underground lairs. The skulk leader moves from one place to another in search of loot and victims. The skulk leader makes its lair in a shallow cave with multiple entrances, located just outside (or sometimes beneath) the towns it targets. The skulk leader covers the entrances with branches and leaves, making them hard to spot.
The skulk leader has no society of its own. It is solitary and selfish, caring only for its own survival and profit. It has no loyalty or compassion for anyone, not even its own kind. It is driven by greed and fear, stealing whatever it can and killing whoever it must.
The skulk leader communicates with other skulks using a secret language of clicks and whistles, called Skulkish. It uses this language to coordinate its raids or warn of danger. It also uses gestures and facial expressions to convey its emotions, such as anger, fear, or satisfaction.
The skulk leader has a loose hierarchy based on skill and cunning. It is the most skilled and cunning skulk in a group, who decides when and where to raid. It is followed by the scouts, who are the fastest and stealthiest skulks in the group. It is followed by the raiders, who are the strongest and most aggressive skulks in the group. It is followed by the runts, who are the weakest and most cowardly skulks in the group.
The skulk leader sometimes deals with other creatures, particularly doppelgangers or assassin guilds. It exchanges information, goods, or services for mutual benefit or protection. However, it is not trustworthy and will betray its allies if it suits it.
ECOLOGY
The skulk leader is parasitic and destructive, having a negative impact on the environment it inhabits. It consumes whatever it can find or steal, without regard for sustainability or conservation. It also damages or destroys property and infrastructure, leaving behind chaos and disorder.
The skulk leader is adaptable and resilient, able to survive in various climates and terrains. It has a high tolerance for cold and heat, but prefers moderate temperatures. It has a low tolerance for humidity and rain, which interfere with its camouflage ability. It has a high tolerance for darkness and low light, but hates bright light.
The skulk leader reproduces sexually, mating once a year during the winter season. Skulk females give birth to one or two offspring after a gestation period of six months. Skulk young are born with gray skin and no camouflage ability. They develop their camouflage ability after a year, when they are ready to join their parents in their raids.