Stork glared into the empty eye sockets of the skeletal thief.
‘No sign of them? None?’ the sorcerer asked.
‘Only rumor of them heading for Mocol-Noq,’ replied the skeleton with a dry hiss.
‘Mocol-Noq, City of Ten Thousand-Thousand Gems,’ exclaimed Stork.
‘My fellow thieves and I would strike a deal and travel there with you,’ offered the skeletal sneak.
‘What sort of deal?’ inquired Stork.
‘Two-thirds of any gems found in Mocol-Noq,’ came the reply.
‘You and your fellows help me catch Chalk and his companions you can have all the gems you want!’
‘We have a deal then,’ rasped the master thief.
No. Enc.: 1d4 (1d10)
Movement: 60’ (20’)
Armor Class: 8
Hit Dice: 2+4
Damage: 1d4 or by weapon
Hoard Class: VIx3
Cursed or rewarded by a god of thieves, the Skeletal Sneak is a minor form of undead that retains its intelligence and dexterity (12+ IQ and 13+ Dex required to become one of these creatures after death) and a thirst for loot. These monsters often slink about in ruins, dungeons or even the worse part of towns and cities, usually heavily cloaked and wearing gloves to conceal their undead nature, speaking in an eerie, rasping voice these monsters can communicate with others and some will even accept work as mercenaries or spies for an adventuring group while others form small bandit gangs to prey on those straying too far from their homes. As with other undead Skeletal Sneaks are immune to Charm Person, Sleep and Hold Person, although they may also be turned by Clerics. Being able to endure cold and heat and not needing to breathe air or eat or drink these creatures can be a formidable foe when trailing a particular subject.
A Skeletal Sneak has the following thief abilities:
Pick Locks/48% Find & Remove Traps/48% Pick Pockets/45% Move Silently/68% Climb Walls/92% Hide in Shadows 55% Hear Noise 1-4
There are of course rumors of Skeletal Bandits having better abilities and the ability to command their own guild of such undead pilferers.