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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8684226" data-attributes="member: 53176"><p><h3>Skulk (MToF)</h3><p></p><p>Not all who wander are lost, but the same cannot be said of Skulks. Skulks are what is left after a person gets lost in the Shadowfell, an invisible soulless husk in the form of a humanoid. This alone gives you a few plot hooks: How long can a PC survive without being husked, how can you save someone who is already a Skulk. But there is more.</p><p></p><p>Skulks are played up for creepiness. Permanently invisible, save for three things, one of those things being the sight of a Child. You could have one stalking a kid, while none of the adults believe them. Heck, you could have an adventure where all the PCs are children (or characters under the age of 10), and they have to confront the Skulks without outside help. Which should be perfect for those friends of yours who are getting into D&D because of Stranger things.</p><p></p><p>And there is still more! Skulks can be summoned to the Prime via a Ritual. The summoner can task the Skulk with any quest that takes 30 days or less, after which the summoner no longer has control over them. The obvious uses are assasination, theft, and spying. But perhaps some careless summoner is using them to bake pies or something, you never know. At any rate, after the 30 days are up, the Skulk is freed into the world, where it likes to get violent, as death is the only surefire way back to the Shadowfell. If a group of Skulks get free, they can even upend an entire town. At which point the Skulks just kind of pretend to be the people they killed (because they have nothing better to do), making for a “Ghost town” experience. </p><p></p><p>Despite all that flavor, a Skulk is really a one-trick pony in combat: They are an invisible monster with some claws. And once the gimmick is revealed, they really lose their bluster, and a great deal of their danger. </p><p></p><p>In the changeover, the Skulk had their situational damage replaced with a reduced bit of static damage, and they lost their immunity to radiant damage. A real shame, because there aren’t many monsters that can boast an immunity to that damage type.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8684226, member: 53176"] [HEADING=2]Skulk (MToF)[/HEADING] Not all who wander are lost, but the same cannot be said of Skulks. Skulks are what is left after a person gets lost in the Shadowfell, an invisible soulless husk in the form of a humanoid. This alone gives you a few plot hooks: How long can a PC survive without being husked, how can you save someone who is already a Skulk. But there is more. Skulks are played up for creepiness. Permanently invisible, save for three things, one of those things being the sight of a Child. You could have one stalking a kid, while none of the adults believe them. Heck, you could have an adventure where all the PCs are children (or characters under the age of 10), and they have to confront the Skulks without outside help. Which should be perfect for those friends of yours who are getting into D&D because of Stranger things. And there is still more! Skulks can be summoned to the Prime via a Ritual. The summoner can task the Skulk with any quest that takes 30 days or less, after which the summoner no longer has control over them. The obvious uses are assasination, theft, and spying. But perhaps some careless summoner is using them to bake pies or something, you never know. At any rate, after the 30 days are up, the Skulk is freed into the world, where it likes to get violent, as death is the only surefire way back to the Shadowfell. If a group of Skulks get free, they can even upend an entire town. At which point the Skulks just kind of pretend to be the people they killed (because they have nothing better to do), making for a “Ghost town” experience. Despite all that flavor, a Skulk is really a one-trick pony in combat: They are an invisible monster with some claws. And once the gimmick is revealed, they really lose their bluster, and a great deal of their danger. In the changeover, the Skulk had their situational damage replaced with a reduced bit of static damage, and they lost their immunity to radiant damage. A real shame, because there aren’t many monsters that can boast an immunity to that damage type. [/QUOTE]
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