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Skulk

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

Skulk CR 1

XP 400
CE Medium humanoid (skulk)
Init
+6; Senses low-light vision; Perception +5

DEFENSE

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp
16 (3d8+3)
Fort
+2, Ref +5, Will +3

OFFENSE

Speed 30 ft.
Melee
short sword +2 (1d6/19–20)
Ranged
dagger +4 (1d4/19–20)
Special Attacks
sneak attack +1d6

STATISTICS

Str 11, Dex 14, Con 13, Int 10, Wis 14, Cha 7
Base Atk
+2; CMB +2; CMD 14
Feats
Improved Initiative, Skill Focus (Stealth)
Skills
Perception +5, Stealth +16; Racial Modifiers +8 Stealth
Languages
Common, Undercommon
SQ
camouflaged step, chameleon skin

SPECIAL ABILITIES

Camouflaged Step (Ex)

Skulks can pass through forest and subterranean settings almost without a trace. Add +10 to the DC to track a skulk in these environments.

Chameleon Skin (Ex)

A skulk’s racial bonus to Stealth comes from his ability to change the color of his skin to match his surroundings, even complex or regular patterns like bricks and mortar. A skulk loses this conditional bonus if he is wearing armor, or if he wears any clothing that covers more than one-quarter of his body, as skulks can only change their own flesh, not things they carry. A skulk normally conceals small items behind his body; by putting his back to a wall and changing his front half, he can hide the item because observers don’t have line of sight to the item.