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Site Title

Skum are misbegotten creatures created by aboleths to serve as beasts of burden and slaves. They are derived from human stock, making them even more loathsome.
Skum look exactly like what they are: an abominable crossbreed of human and fish. Their fins have grown into twisted arms and legs; their bent backs are crowned with a long, spiny frill. A slender, muscular tail makes them powerful swimmers, while bulbous eyes give them good vision both in and out of the water.
Skum can breathe both air and water. They speak Aquan.

SKUM Medium Aberration (Aquatic) Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 40 ft. Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+5 Attack: Bite +5 melee (2d6+4) Full Attack: Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: Rake 1d6+2 Special Qualities: Darkvision 60 ft., amphibious Saves: Fort +1, Ref +1, Will +3 Abilities: Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6 Skills: Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12 Feats: Alertness Environment: Underground Organization: Brood (25) or pack (615) Challenge Rating: 2 Treasure: None

Alignment: Usually lawful evil

Advancement: 34 HD (Medium); 56 HD (Large)

Level Adjustment: +3

Rake (Ex):
Attack bonus +0 melee, damage 1d6+2. A skum also gains two rake attacks when it attacks while swimming.

Skills:
*Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater. A skum has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Page Last Updated March 13th, 2005

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