The skulks of Jzadirune may have arrived from the Underdark, traveling with Khazmojen and his evil band. Or, they may have moved in to Jzadirune years ago and pounded into submission by half-dwarf. Whatever the case, the skulks gleefully participated in their new job as kidnappers of innocent Cauldronites.

Too chaotic and wild to pull off such a job by themselves, they were assigned Yathaub and his cohort of dark creepers to keep them in line.

Using their phenomenal stealth abilities and natural hatred of civilization, the skulks managed to successfully abscond with twenty-five Cauldronites before being caught and eliminated by the Moonhowlers. In the end, they were betrayed by Yathaub and the creepers as they were persuaded by Gerran of the Moonhowlers to abandon Jzadirune and give up the rat, Starbrow.

Only one Jzadirune skulk has survived the onslaught and remains behind bars in the Cauldron Prison.


Medium-Size Humanoid (Skulk)

Hit Dice: 2d8+1 (10 hp)

Initiative: +6 (+2 Dex, +4 Improved Initiative)

Speed: 30 ft

AC: 13 (+2 Dex, +1 natural)

Attacks: Short sword +1 melee

Damage: Short sword 1d6

Face/Reach: 5 ft by 5 ft/5 ft

Special Attacks: Sneak attack

Special Qualities: Chameleon, untrackable

Saves: Fort +1, Ref +5, Will +1

Abilities: Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 6

Skills: Hide +8, Listen +2, Move Silently +12, Spot +2

Feats: Improved Initiative

Climate/Terrain: Any land

Organization: Solitary or band (3-8) Challenge Rating: 1

Treasure: Standard

Alignment: Usually chaotic evil

Advancement: By character class

Skulks are an extremely cowardly, evil race of humanoids with the chameleon-like ability to blend in with any background. They survive on the edges of civilization by theft and murder.

Skulks stand five to six feet tall and are completely devoid of hair. They are elf-like in stature, with graceful limbs, soft facial features, and pink or blue eyes. A skulk’s skin is smooth but leathery tough. Its natural color is light gray, but skulks can change skin color instantly, either to flesh tone or, more commonly, to match the surrounding environment.

Skulks speak Common.


Skulks are cowardly fighters who run away at first wounding or if the odds are less than two to one in their favor—whichever comes first. They move quickly and quietly, freezing into immobility at any sign of danger and blending into the background. Skulks never engage in direct combat unless trapped. Skulks favorite attack is to snipe, attacking with range weapons first and then moving behind an object while re-hiding with no penalty.

Peerless Camouflage – may move at full speed and run without taking a penalty on Hide checks making the snipe skill more effective.

Untrackable (Ex): Skulks can pass through forest and subterranean settings almost without a trace (double the DC for any tracking attempt).

Skills: Skulks receive a +14 racial bonus to Move Silently checks and an additional +22 racial bonus to Hide checks.


The favored class of a skulk is rogue. Skulks that are born leaders are usually rogues. Skulks rarely become anything but rogues, with the combative classes (e.g. fighters, paladins, rangers, monks, and barbarians) being almost never seen; they are far too cowardly to ever actively pursue these classes.


Skulks survive by thievery and murder. They live in small bands, moving often, and camping in deep forests or underground lairs. They hide by day, but emerge at night to raid nearby human or humanoid communities. Their favorite tactic is to murder an entire family, then ransack the house at their leisure.

A skulk lair is usually a shallow cave with two or more entrances, located just outside (or sometimes beneath) the town. Skillfully placed branches and leaves cover the entrance. A successful Search check (DC 20) is required to find the entrance to a skulk lair. Inside are a number of sleeping mats. During the day 1d3 skulk children are found here, usually unguarded. There is a 10% chance that one of the children is less than two years of age. In that case a single skulk female will be in the cave. If the cave is discovered, the skulk female will flee, leaving the children to their fate.

Skulks often try to disrupt the society they prey upon. A common ploy is to murder a low-level political official (judge, council member, town steward, etc.), then leave behind false clues stolen from a local thieves’ guild or arc tribe. Once suspicion is diverted, the skulks can go about their business, murdering and looting with impunity.

Most skulks are panic prone, but very rarely (1%) a leader is born. Skulk leaders are demanding and cruel. They have at least 3 Hit Dice and can speak two additional languages. Skulk leaders are masters of disguise and sometimes pose as half-elves or humans. While in this disguise, skulk leaders mingle freely with the outside world, casing a town before leading an attack on it. Normal skulks will abide by a leader’s commands so long as they aren’t too daring. Skulk leaders sometimes deal with other creatures, particularly doppelgangers or assassin guilds.

Skulks eat whatever they find in the pantry of their victims. In hard times, skulks steal livestock, leaving a hole in the fence so it appears the animal escaped accidentally. In addition to food, skulks steal whatever strikes their fancy. Female skulks often take gold, jewelry, and fine cloths. Male skulks are apt to lug furniture back to their camp. Disputes over property are common but infighting is rare. Instead, skulks steal from one another at the first opportunity. All monsters that hunt humans and humanoids hunt skulks, but their camouflage ability makes skulks difficult prey. Skulks are despised by intelligent creatures; any skulk captured by civilized community is dealt with in the harshest manner allowable—usually death.

The Skulk first appeared in the Fiend Folio (1981).


Thrice The Brinded Cat Thom