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Monsters

Id110
NameSkum
Size and TypeMedium-Size Aberration (Aquatic)
Hit Dice2d8+2 (11)
Initiative+1 (Dex)
Speed20 ft., swim 40 ft.
Armor Class13 (+1 Dex, +2 natural)
AttacksBite +5 melee, 2 claws +0 melee, 2 rakes +0 melee
DamageBite 2d6+4, claw 1d4+2, rake 1d6+2
Face and Reach5 ft. by 5 ft./5 ft.
Special Attacks
Special QualitiesLow-light vision
Saves_Fort1
Saves_Ref1
Saves_Will3
AbilitiesStr 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6
SkillsClimb +9, Hide +6*, Listen +7*, Move Silently +3,Spot +7*
FeatsAlertness
Climate and TerrainTemperate and warm aquatic and underground
OrganizationBrood (2-5) or pack (6-15)
CR2
TreasureNone
AlignmentAlways lawful evil
Advancement3-4 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.