Compact Skulm
For tasks that require a lighter touch, Cowin, Draavokiin, or Goblurin remains are more suitable than a larger creature's. These smaller and nimbler Skulms fit well in a travelling chest, can be forced through tight spaces, and more easily avoid detection. Your size is Small instead of Medium. You gain theĀ
Quick Squeeze feat, even if you aren't trained in Acrobatics. Tight spaces that aren't tight enough to require the Squeeze activity aren't difficult terrain for you.
Fodder Skulm
Humans and those who are physically closest to them are the favoured material of necromancers and liches. They are readily available and their physiology has been studied the most extensively, so these Skulms can be easily mass produced, and for some reason they are also the most common of the Skulms from the Arctic Circle. Despite their name, Fodder Skulms make rather mobile foot soldiers due to how efficiently they transfer Black Mystia within their bodies. You have a base speed of 30 feet, instead of 25 feet.
Monstrous Skulm
Inhuman Skulms are often created for both their deadly physical attacks and their terrifying appearances. Beasts and monstrous humanoids with the strangest skeletons tend to be the centrepiece of the collection of a necromancer or lich skilled enough to raise one. You gain a claw, horn, tail, or wing unarmed attack that deals 1d6 damage. A claw deals slashing damage, a horn deals piercing damage, and a tail or wing deals bludgeoning damage. This unarmed attack is in the brawling group and has the finesse and unarmed traits.
Sturdy Skulm
Certain hazardous conditions are not suitable for the average Skulm, even those from the Arctic Circle, so a necromancer or lich might choose to reanimate the bones of a vikarahn, vrok, or other creature with a reputation for sturdiness. You have 10 hit points instead of 6 and gain the Diehard feat.
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