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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.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002