Hollowway Skulker - AI-generated fantasy Monster

Hollowway Skulker

Locals in Old Harwick call these outlaws Hollowway Skulkers because they rarely fight fair and never seem to travel where the road is widest. The skulkers began as petty toll-evaders and fence-runners, but a harsh winter pushed them into living off the land around the crossroads. Over time they learned that frightened deer, loose dogs, and agitated boars can be as useful as blades. Rumors say their current leader learned the patterns of the town patrols from a bribe taken at The Crossroads Lantern and now uses wildlife noise to hide the sound of wagon wheels in the night.

MediumHumanoid(Roadbandit Scout)CR ModerateChaotic Neutral

Hollowway Skulker

banditroad encounterambushcrossroadswildlife troubleskirmisher
HP65AC15SPD30 ft., climb 20 ft.CR3 (700 XP)AthleticsDeceptionPerceptionStealthSurvival
STR
12
DEX
18
save
CON
14
INT
10
WIS
13
save
CHA
14
Roadside Ambusher. The skulker has advantage on Dexterity (Stealth) checks made in natural or roadside terrain that includes brush, ditch, rubble, fences, or poor visibility. It can attempt to hide even when only lightly obscured by foliage, mist, smoke, or wagon clutter.
Ditchrunner. The skulker ignores nonmagical difficult terrain caused by undergrowth, mud, loose stones, and debris while moving on roadsides, in fields, or through similar terrain it has studied.
Hedgerow Toxins. A creature hit by the skulker's Thorncut Shortsword or Caltrop Snare must succeed on a Constitution saving throw or take poison damage at the start of its next turn. A creature can end this effect by using an action to clean and bind the wound or by receiving magical healing.
Lonely Target. Once per turn, when the skulker hits a creature that is isolated from its allies by at least 10 feet, it deals an extra 3 () damage.
Thorncut Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () slashing damage plus 3 () poison damage, and the target must succeed on a Constitution saving throw or be poisoned until the end of its next turn.
Penumbral Bow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: 6 () piercing damage. If the target is a creature that has not yet acted in combat, it must succeed on a Wisdom saving throw or have disadvantage on its first attack roll before the end of its next turn as the shot drives it into cover or panic.
Caltrop Snare. Ranged Weapon Attack: to hit, range 30/60 ft., one target. Hit: 5 () piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn.
Slip Through the Hedgerow. When a creature the skulker can see moves within 5 feet of a piece of cover, the skulker shifts up to 10 feet to another space of cover it can see, without provoking opportunity attacks. This movement must end in dim light, brush, or behind a solid obstacle.
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