Legend of Zelda: An RPG to the Past
Kokiri and other children that wander into the Lost Woods will eventually turn into Skullkids. Cursed by the Lost Wood’s mazelike configuration, they take on the form of small scarecrow-like children, wearing clothes made of leaves and natural materials. They entertain themselves and passersby with flutes and pipes, hoping to have more friends to play with.
CE Small fey
Init +7; Senses low-light vision; Perception +11
AC 19, touch 19, flat-footed 19 ( +7 Dex, +1 dodge, +1 size)
HP 14 (4d6)
Fort +1, Ref +11, Will +6
Defensive Abilities evasion, natural invisibility, uncanny dodge; DR 5/cold iron
Speed 60 ft.
Melee blowgun +10 (1 damage plus poison), club +10 (1d4-1)
Spell-like Abilities (CL 6th):
Str 8, Dex 24, Con 11, Int 15, Wis 15, Cha 14
Base Atk +2; CMB +0; CMD 18
Feats Dodge, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +14 ( +50 jump), Bluff +9, Craft (any one) +9, Escape Artist +14, Knowledge (nature) +9, Perception +11, Stealth +18 ( +26 in natural surroundings), Survival +6; Racial Modifiers +2 Perception, +8 Stealth in natural surroundings
Languages Deku, Hylian, Common
Natural Invisibility (Su)
A Skullkid is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes any action other than a free action.
Poison Use (Ex)
A Skullkid is never at risk of poisoning itself when handling poison. They usually use deku poison on their blowguns.
Type ingestion or injury; save DC 15; frequency 1/min. for 2 min.; effect sleep 1 hour; cure 1 save.