FREQUENCY: Rare
FREQUENCY: Rare ([Dungeon Level II])
FREQUENCY: Rare ([Cold Wilderness Mountains], [Cold Wilderness
Hills], [Cold Wilderness Forest]) <x?: "edges of civilization">
FREQUENCY: Very rare ([Cold Wilderness Swamp], [Cold
Wilderness Plains], [Cold Wilderness Desert]) <x?: "edges of civilization">
FREQUENCY: Rare ([Temperate Wilderness Hills], [Temperate
Wilderness Forest])
FREQUENCY: Very rare ([Temperate Wilderness Mountains],
[Temperate Wilderness Swamp], [Temperate Wilderness Desert])
FREQUENCY: Rare ([Tropical Wilderness Mountains], [Tropical
Wilderness Hills], [Tropical Wilderness Forest])
FREQUENCY: Very rare ([Tropical Wilderness Swamp], [Tropical
Wilderness Plains], [Tropical Wilderness Desert])
NO. APPEARING: 1-8
ARMOR CLASS: 7
MOVE: 12"
HIT DICE: 2
% IN LAIR: 40%
TREASURE TYPE: [A]
NO. OF ATTACKS: 1 ~ 16
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Camouflage - see below
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: M
LEVEL/X.P. VALUE: II | 36 + 2
SAVES: 13.12.14.16.15
Skulks were once members of the human
race with tendencies to xtreme cowardice. <morale modifider?>
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.
Skulks live by theft && murder on the edges of
civilisation.
They keep to small bands,
moving often and camping in deep dark forests
|| underground lairs.
Their usual tactics of attacking unsuspecting victims
from behind or murdering entire sleepingfamilies
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.
Camouflage: 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).
A skulk moves quickly and quietly, freezing into immobility
and near invisibility
atthe first hint of danger. Their favourite tactic is
to attack
from behind at +4 'to hit', doing triple damage if successful
(as a 5th
level thief). 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 || helpless victims.
Skulks still
exhibit extreme cowardice and will flee at the slightest
wounding or
setback, taking whatever treasure they can.
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}.
by Simon Muth