Medium undead, neutral evil
Armor Class 15
Hit Points 27 (5d8+5)
Speed 40 ft.
Skills Stealth +4 (+6 in dim light or darkness)
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder, bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petified, poisoned, prone, restrained
Senses darkvision 60 ft. passive Perception 10
Challenge 2 (450 XP)
Amorphous. Skotos can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the skotos can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the skotos has disadvantage on attack rolls, ability checks, and saving throws.
Undead Nature. A skotos doesn’t require air, food, drink, or sleep.
Multiattack. Skotos makes 2 claw attacks.
Claw. melee weapon attack: + to hit, reach 5 ft., one target.
Hit: 5 (1d10) necrotic damage. On a hit, the target makes a DC 10 Constitution saving throw. On a failed save, the amount of damage inflicted is subtracted from the victim’s hit point maximum, and added to the skotos’ current hit points. The skotos can have a maximum of 45 hit points. The victim can regain the loss to their hit point maximum with a long rest.
Skotos are spirits that have broken free of the netherworld and now roam the world of the living as undead. They form hunting packs to better swarm over their prey. Skotos look like pale, shadowy versions of normal beings. They can be of any intelligent race but are of evil alignment, for only evil creatures would voluntarily leave the afterlife to prey upon the living.
A skotos is drawn by fresh blood, which it consumes. As it absorbs the blood, it grows stronger. It absorbs blood even from the wounds it inflicts in combat against living creatures. Skotos encountered during or immediately after a bloody conflict will be so frenzied by the sight of blood that they will make no attempt at concealment, immediately attacking any living creature in sight. Intelligent prey is, however, preferred.
Skotos usually roam in bands composed of similar races, though different beings may band together in their common goal of feeding upon the living. Though they have escaped the netherworld, skotos generally inhabit places that remind them of it. Subterranean caverns and tunnels are preferred, although skotos bands will sometimes roam wilderness wastelands at night. Skotos dislike daylight intensely and will flee sunlight if at all possible.