Skum | Size & Type (subtype): | Medium-Size Aberration (Aquatic) | Hit Dice: | 2d8+2 (11) | Initiative: | +1 (Dex) | Speed: | 20 ft., swim 40 ft. | Armor Class: | 13 (+1 Dex, +2 natural) | Attacks: | Bite +5 melee, 2 claws +0 melee, 2 rakes +0 melee | Damage: | Bite 2d6+4, claw 1d4+2, rake 1d6+2 | Face and Reach: | 5 ft. by 5 ft./5 ft. | Special Attacks: | | Special Qualities: | Low-light vision | Saving Throws | Fortitude: 1 Reflex: 1 Will: 3
| Abilities: | Str: 19 Dex: 13 Con: 13 Int: 10 Wis: 10 Cha: 6 | Skills: | Climb +9, Hide +6*, Listen +7*, Move Silently +3,Spot +7* | Feats: | Alertness | Climate and Terrain: | Temperate and warm aquatic and underground | Climate: | temperate,warm | Terrain: | aquatic,underground | Organization: | Brood (2-5) or pack (6-15) | Challenge Rating: | 2 | Challenge Rating Value: | 2 | Treasure: | None | Alignment: | Always lawful evil | Advancement: | 3-4 HD (Medium-size); 5-6 HD (Large) |
| Description: |
Skum can breathe both air and water. They speak Aquan.
Combat
In the water, skum are dangerous enemies who attack by biting,
clawing, and raking with their rear legs. On land they are less
dangerous, for they cannot rake and suffer a -2 circumstance
penalty to all attack rolls. Skum serving an aboleth are
sometimes trained to fight with weapons, usually two-handed melee
weapons with reach (such as longspears) and simple ranged weapons
such as javelins, tridents, or slings.
Skills: *Skum receive a +4 racial bonus to Hide, Listen, and
Spot checks underwater.
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