Skulk (CR 2)
AC: 12 (+2 Dex), touch 12, flat-footed 10
Hit Dice: 2d8 (9 hp)
Fort +0, Ref +5, Will -1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Rapier +3 melee, or light crossbow +3 ranged
Full Attack: Rapier +3 melee, or light crossbow +3 ranged
Damage: Rapier 1d6, or light crossbow 1d8
Special Attacks/Actions: -
Abilities: Str 11, Dex 14, Con 11, Int 11, Wis 8, Cha 6
Special Qualities: Innate nondetection, peerless camouflage, trackless path
Feats: Weapon Finesse
Skills: Hide +22 and Move Silently +15
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or coterie (2-8)
Innate Nondetection (Su): Skulks are difficult to detect by divination spells such as clairaudience/clairvoyance, locate creature, detection spells, and items such as a crystal ball. If a divination is attempted upon a skulk, the caster of the divination must succeed on a caster level check (1d20 + caster level) against DC 20.
Peerless Camouflage (Ex): Skulks can move at full speed (and can even run) while hiding, taking no penalties on Hide checks due to movement.
Trackless Path (Ex): The DC of any Survival check to follow the trail of a skulk is increased by 10.
Skills: Skulks have a +8 racial bonus on Move Silently checks and a +15 racial bonus on Hide checks. These bonuses apply only to skulks in light or no armor.
Skulks prefer to hide from opponents, waiting for a group of enemies to split up before picking off the weakest of the bunch. They don't hesitate to use a coup de grace on fallen or helpless victims. Skulks never attack when outnumbered.