Skum

Medium Aberration (Aquatic) — CR 2

Monster Manual v.3.5 (MM), p. 2283.5
Hit Dice
2d8+2 (11 hp)
Initiative
+1
Speed
Land 20 ft
Armor Class
13, 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)
STR
19
DEX
13
CON
13
INT
10
WIS
10
CHA
6
Fort / Ref / Will
+1 / +1 / +3
Challenge Rating
2
Alignment
Usually Lawful-Evil
Organization
Brood (2–5) or pack (6–15)
Treasure
None
Environment
Undergrounds
Level Adjustment
+3

Special Abilities

RakeAmphibiousDarkvision

Feats

This creature looks like an abominable crossbreed of human and fish. Its fins have grown into twisted arms and legs, and its bent back is crowned with a long, spiny frill. It has a slender, muscular tail and bulbous eyes.

Description

Skum are misbegotten creatures created by abolents to serve as beasts of burden and slaves. They are derived from human stock, making them even more loathsome.

A skum is about the same height and weight as a human.

Combat

In the water, skum are dangerous enemies who attack by biting, clawing, and raking with their rear legs. Skum serving an aboleh 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.

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

Amphibious (Ex): Although skum are aquatic, they can survive indefinitely on land.

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.