Skum
Medium Aberration (Aquatic) — CR 2
- 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
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.