INSECTOID, SKAG
Medium-Size Monstrous Humanoid
Hit Dice: 2d8+6 (15 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Attacks: Greatsword +7 melee; or mighty composite longbow +4 ranged
Damage: Greatsword 2d6+4; or mighty composite longbow 1d8+4
Face/Reach: 5 ft by 5 ft/ 5ft
Special Qualities: Scent, SR 12
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 18, Dex 14, Con 17, Int 16, Wis 13, Cha 13
Skills: Climb +10, Hide +5, Intimidate +9, Listen +8, Move Silently +5, Search +7, Spot +8
Feats: Alertness, Improved Initiative, Weapon Focus (greatsword)
Climate/Terrain: Any land and underground
Organization: Solitary or gang (1-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
The skag is the most powerful and most successfully created species among the insectoids. The name skag is actually an anagram for the various creatures it is created from: giant scorpions, kobolds, giant ants, and goblins. This monstrosity walks upright on two humanoid legs, and has two powerful humanoid arms. Its body is covered in a hard chitin that keeps it well protected. Its head is much like that of a grasshopper, with two large eyes that function independently of each other. It also has long antennae that are very receptive to air movement and smell. These imposing creatures stand from 6 to 8 feet tall. Each skag has a different appearance, usually a variation between the four composite creatures that make it up.
Skags are terrors that command respect from the other insectoids. They are usually found among other populations of insectoids, guiding them and leading them. When not living among other races, the skags can build their own set of complex structures, or simply dwell in caves or subterranean lairs.
The insectoids owe their creation to a mad druid-turned-wizard who was obsessed with combining humanoids and insects. By mating giant vermin with evil races through magic, he was able to create five new species. These experiments only succeeded when merging kobolds, goblins, and orcs with giant ants, scorpions, and wasps; all other attempted crossbreeds either died soon after birth, or were infertile. These varied races do breed true now, but cannot interbreed.
Skags can speak Common, Draconic, and Goblin, and are able to communicate with all other insectoids and vermin of any type.
COMBAT
Skags are powerful fighters, and usually have at least one spellcaster in a group. They practice their combat tactics well, and are often found leading a group of one insectoid type or another, or a mixed group. Skags often use items to protect themselves, including mundane things like shields, as well as magic items like bracers of armor or a cloak of protection. They fear flame though, and never use an item related to fire.
Skills: The skag’s size and appearance gives the creatures a +4 racial bonus to Intimidate checks against humanoids and monstrous humanoids within 10 feet.
SKAG CHARACTERS
A skag’s favored class is fighter, and skag leaders tend to be fighters, fighter/wizards or fighter/clerics. Skag clerics can choose any two of the following domains: Destruction, Evil, Strength, and War.
The skag first appeared in Dragon 32 (“Leomund’s Tiny Hut”, Len Lakofka, 1980?).