3e SRD:Skum

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This material is published under the OGL 1.0a.

Skum

Size/Type: Medium Aberration (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 20 ft., swim 40 ft.
AC: 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/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +1, Ref +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/Terrain: Temperate and warm aquatic and underground
Organization: Brood (2-5) or pack (6-15)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)

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.



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