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Medium Aberration (Aquatic) |
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Hit Dice: |
2d8+2 (11 hp) |
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Initiative: |
+1 |
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Speed: |
20 ft. (4 squares), swim 40 ft. |
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Armor Class: |
13 (+1 Dex, +2 natural), touch 11, flat-footed 12 |
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Base Attack/Grapple: |
+1/+5 |
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Attack: |
Bite +5 melee (2d6+4) |
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Full Attack: |
Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2) |
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Space/Reach: |
5 ft./5 ft. |
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Special Attacks: |
Rake 1d6+2 |
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Special Qualities: |
Darkvision 60 ft., amphibious |
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Saves: |
Fort +1, Ref +1, Will +3 |
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Abilities: |
Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6 |
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Skills: |
Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12 |
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Feats: |
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Environment: |
Underground |
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Organization: |
Brood (2–5) or pack (6–15) |
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Challenge Rating: |
2 |
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Treasure: |
None |
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Alignment: |
Usually lawful evil |
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Advancement: |
3–4 HD (Medium); 5–6 HD (Large) |
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Level Adjustment: |
+3 |
A skum is about the same height and weight as a human. Skum speak Aquan.
COMBAT
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.