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Shadowcloak Skulk Level 8 Skirmisher- Leader
Medium natural humanoid
Initiative +6 Senses Perception +4
HP 85; Bloodied 42
AC 22; Fortitude 18, Reflex 20, Will 18; Speed 6
Double Dagger (standard; at-will) ✦ Weapon
Two melee attacks; +13 vs. AC; 1d4 +4 damage, and the Shadowcloak Skulk
shifts 1
square.
rDagger (standard; at-will) ✦ Weapon
Ranged 5/10; +13 vs. AC; 1d4 + 3 damage.
r Pinning Strike (standard; encounter) ✦ Weapon
Requires dagger; Ranged 5/10; +11 vs. reflex; 1d4 + 4 damage, the target is
immobilized (save ends; failed saves do 1 point of damage), and the Skulk can
shift 3 squares and make a basic attack..
Sneaky Strategist (minor; recharges when bloodied)
The Skulk can command an allied minion to shift 2 squares and then make a
standard attack or sneak attack if flanking (if the sneak attack hits, the target
must make a save or be knocked prone).
Combat Advantage
The Shadowcloak Skulk deals an extra 1d8 damage on melee and ranged
attacks against any target that grants it combat advantage.
Alignment Evil Languages Common
Skills Stealth +12, Streetwise +10, Thievery +12
Str 12 (+5) Dex 17 (+7) Wis 11 (+4)
Con 13 (+5) Int 10 (+4) Cha 12 (+5)
Equipment leather armor, 4 daggers, 20 platinum, 50 gold, one pair of black
leather bracers adorned with gold spikes and a crown cut white quartz crystal
on each (90 gp)
Shadowcloak Skulk Tactics:
Skulks prefer ambushes, making good use of available cover to lie in wait. If
they can’t surprise their targets, they try to flank as many as possible, using
pinning strike to help them maneuver into position. They are usually cowardly
and look to retreat once bloodied.
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