Actions/Abilities/Traits: (OSR)
Special
z
Skulks can pass through forest and subterranean settings almost without a trace.
Special
zz
Camouflaged Add +10 to the DC to track a skulk in these environments.
Special
zzz
Step Chameleon Skin 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.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Camouflaged Step
The skulk gains the benefit of the Cover Tracks action in forests and subterranean settings without moving at half Speed.
Ability
Chameleon Skin
The skulk's skin shifts and changes to match the surroundings. As long as most of their body is not covered by clothing or armor, the skulk gains a +2 circumstance bonus to Stealth checks to Hide.
Ability
Sneak Attack
A skulk's Strikes deal an extra 1d6 precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
shortsword +8 [+4/+0] (agile, finesse, versatile S), Damage 1d6+2 piercing
Offense
Ranged
Circumstance: combat round (ranged)
dagger +8 [+4/+0] (agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Skulk
Skulks are a family of humanoids whose skin can shift coloration to aid in stealth.
Item
dagger (2)
shortsword
Language
Common
Perception
low-light vision