Skulk

Skulk CR: 1/2

Medium humanoid, chaotic neutral
Armor Class: 14
Hit Points: 18 4d8
Speed: 30 ft

STR

6 -2

DEX

19 +4

CON

10 +0

INT

10 +0

WIS

7 -2

CHA

1 -5

Saving Throws: Con +2
Skills: Stealth +8
Damage Immunities: Radiant
Condition Immunities: Blinded
Senses: Darkvision 120 ft, passive Perception 7
Languages: Understands Common but can't speak
Challenge Rating: 1/2

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 or under, can see through this invisibility.
Trackless. The skulk leaves no tracks, to indicate where it has been or where it's headed.

Actions

Claws. Melee Weapon Attack +6 to hit, reach 5 ft, one target. Hit 6 1d4+4 slashing damage. If the skulk has advantage on the attack roll, the target takes 7 2d6 necrotic damage.

Skulks are the soulless shells of humanoids who have wandered the Shadowfell for too long and lost everything. By losing everything, they literally lose their identity too, becoming invisible to anything but certain mirrors, specific magical candles, and to children or certain animals. They can be summoned from the Shadowfell using specific rituals and given a portion of the summoner's identity for 30 days. Those who see the skulk can usually work out who the summoner is. Given tasks they will perform them in the most chaotic & violent means possible, in part to the their nature & inherent cruelty. It has every motivation to do this as only by killing it, does get to return to the Shadowfell. After killing someone in the Material Plane, the skulk will take on a silent imitation of the person. In extreme cases, whole villages can fall prey to this.

Suggested Environments

The Shadowfell.


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