5e SRD >Creatures >

Skelzi, Vampiric

Medium humanoid, chaotic evil

Armor Class 14 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.

14 (+2) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Skills Stealth +4
Senses passive Perception 13
Languages Common, Skelzi
Challenge 1 (200 XP)

Special Traits

  • Chameleonic Hide. If the skelzi sheds its garments, it can hide when lightly obscured, its Stealth bonus increases to +6, and it has advantage on Stealth checks and on initiative rolls.


  • Multiattack. The skelzi makes one claw attack and one blood whip attack.
  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
  • Blood Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage and the target must make a successful DC 12 Constitution saving throw or take a bleeding wound. At the start of each of the wounded creature’s turns, it takes 1d6 necrotic damage for each time it’s been wounded, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one willing creature or a creature that is grappled by the skelzi, incapacitated, or restrained. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the skelzi regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Charm. One creature within 30 feet must succeed on a DC 10 Wisdom saving throw or be charmed for 24 hours. The creature is not under the skelzi’s control but regards it as a trusted friend, takes its requests as favorably as possible, and is willing to be bitten. Each time the skelzi or its allies do anything harmful to the creature, it can repeat the saving throw.


Skelzis originate from beyond the Material Plane. They have humanoid bodies with leathery skin, but their human appearance is rendered alien by the beak that protrudes from the birdlike skelzi face. Moreover, a skelzi’s hide is chameleonic, changing to blend with its surroundings. The creatures usually travel robed and masked outside the safety of their own enclaves. Every skelzi outpost, colony, and expedition is well-supplied with weredactyls.

Skelzis are aggressively expansionistic, so countless colonies and more than a few empires exist across the infinite planes of existence. Skelzi empires tend to be decadent, corrupt, torpid, and slow to respond to threats – but when they do respond, it is likely to be with overwhelming force.

Smaller and younger societies are more energetic. All skelzi societies are organized around a many-tiered caste system in which lower-ranking members serve those above them. The fact that skelzis are willing to serve other skelzis who outrank them should not be confused with an attitude of obedience or with any sense of loyalty. High-ranking skelzis wear extravagant headdresses and rich clothing, deliberately drawing attention to themselves and to their high positions.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb