From D&D Wiki
Created By
| Sepsis (talk)
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| Date Created:
| 09/08/2008
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| Status:
| Completed
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Skum look like an abominal crossbreed of human and fish. It's fins have grown into twisted arms and legs, and it's bent back is crowned with a long spiny frill. It has a slender, muscular tail and bulbous eyes. Skum are about the same height and weight as an average human. While preferring to live in deep dark waters the skum are an amphibious race able to live on land as easily as below the water.
| Skum Level 2 Soldier
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| Medium Aberrant Humanoid (Aquatic) XP 125
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| Initiative +4
| Senses Perception +8, darkvision
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| HP 37; Bloodied 18
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| AC 18; Fortitude 18, Reflex 15, Will 14
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| Speed 4, swim 8
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Claws (Standard, when unarmed; at-will)
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| +9 vs. AC; 1d6+3 damage.
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Raking Claws (Standard, when unarmed; at-will)
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| A skum can make 2 attacks per round with their Claws as part of the same action.
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Bite (Move, only while swimming; at-will)
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| +9 vs. AC; 1d10+3 damage. While attacking targets in the water the Skum can make a Bite attack along with it's standard Claw attacks.
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Feeding Frenzy (Free, when target is first bloodied; at-will)
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| +7 vs. Ref; 2d10+3 damage. A skum makes this ferocious attack only when using their natural attacks (claws or bite). The skum bites it's bloodied target in an intense desire to feed, this bite attack can be used regardless of if the skum is swimming or is on land.
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Longspear (Standard; at-will)♦Weapon
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| Reach 2; +9 vs. AC; 1d10+4 damage, and the target is Marked until the end of the skum's next turn. Skum that serve other aquatic creatures will often be equipped with these nasty Longspears.
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Sling (Standard; at-will)♦Weapon
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| Ranged 10/20; +9 vs. AC; 1d6+1 damage. Skum that serve other aquatic creatures will often be equipped with primitive Slings. These slings cannot be used by skum that are underwater.
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| Alignment Evil
| Languages Abyssal, Deep Speech
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| Skills Perception, Stealth +6
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| Feats Alertness
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| Str 19 (+5)
| Dex 13 (+2)
| Wis 10 (+1)
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| Con 13 (+2)
| Int 10 (+1)
| Cha 6 (-1)
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| Equipment Longspear, Sling, 20 stones
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[edit] Skum Guard
Skum Guards often command packs of up to 20 skum on raids for prey or while defending some locale. Other times a Skum Guard will be charged with guarding an area and given a handful of skum to assist it.
| Skum Guard Level 3 Elite Soldier
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| Medium Aberrant Humanoid (Aquatic) XP 300
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| Initiative +4
| Senses Perception +8, darkvision
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| HP 90; Bloodied 45
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| AC 21; Fortitude 21, Reflex 18, Will 17
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| Saving Throws +2
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| Speed 4, swim 8
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| Action Points 1
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Claws (Standard, when unarmed; at-will)
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| +10 vs. AC; 1d6+3 damage.
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Raking Claws (Standard, when unarmed; at-will)
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| A skum guard can make 2 attacks per round with their Claws as part of the same action.
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Bite (Move, only while swimming; at-will)
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| +10 vs. AC; 1d10+3 damage. While attacking targets in the water the Skum Guard can make a Bite attack along with it's standard Claw attacks.
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Feeding Frenzy (Free, when target is first bloodied; at-will)
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| +8 vs. Ref; 2d10+3 damage. A skum makes this ferocious attack only when using their natural attacks (claws or bite). The skum bites it's bloodied target in an intense desire to feed, this bite attack can be used regardless of if the skum is swimming or is on land.
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| Body Shield
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| Allies adjacent to the skum guard gain a +2 bonus to AC.
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Longspear (Standard; at-will)♦Weapon
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| Reach 2; +10 vs. AC; 1d10+4 damage, and the target is Marked until the end of the skum's next turn. Skum that serve other aquatic creatures will often be equipped with these nasty Longspears.
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Sling (Standard; at-will)♦Weapon
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| Ranged 10/20; +10 vs. AC; 1d6+1 damage. Skum that serve other aquatic creatures will often be equipped with primitive Slings. These slings cannot be used by skum that are underwater.
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| Alignment Evil
| Languages Abyssal, Deep Speech
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| Skills Perception, Stealth +6
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| Feats Alertness
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| Str 19 (+5)
| Dex 13 (+2)
| Wis 10 (+1)
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| Con 13 (+2)
| Int 10 (+1)
| Cha 6 (-1)
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| Equipment Longspear, Sling, 20 stones
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[edit] Skum Lord
Skum Lords are the undisputed rulers of their tribes. Skum tribes may have as many as 200 members, of those 12 or so will be Skum Guards, and over 100 of them hunters. The remaining are those too old or too young to be combat capable. Skum lords are smarter then average skum, and almost always carry weapons with them, although they still refrain from wearing any clothes or armor.
| Skum Lord Level 6 Elite Soldier
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| Medium Aberrant Humanoid (Aquatic) XP 500
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| Initiative +5
| Senses Perception +8, darkvision
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| HP 138; Bloodied 69
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| AC 24; Fortitude 25, Reflex 22, Will 20
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| Saving Throws +2
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| Speed 4, swim 8
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| Action Points 1
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Longspear (Standard; at-will)♦Weapon
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| Reach 2; +13 vs. AC; 1d10+5 damage, and the target is Marked until the end of the skum's next turn.
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| Longspear Talent
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| The skum lord can make 2 attacks per round with their Longspear as part of the same action, also they can score a critical hit with the longspear on attack rolls of 19 or 20.
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Sling (Standard; at-will)♦Weapon
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| Ranged 10/20; +13 vs. AC; 1d6+2 damage.
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Claws (Standard, when unarmed; at-will)
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| +13 vs. AC; 1d6+4 damage.
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Raking Claws (Standard, when unarmed; at-will)
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| A skum lord can make 2 attacks per round with their Claws as part of the same action.
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Bite (Move; at-will)
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| +13 vs. AC; 1d10+4 damage. The Skum Lord can make a Bite attack along with it's standard Claw attacks.
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Feeding Frenzy (Free, when target is first bloodied; at-will)
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| +10 vs. Ref; 2d10+5 damage. A skum makes this ferocious attack only when using their natural attacks (claws or bite). The skum bites it's bloodied target in an intense desire to feed, this bite attack can be used regardless of if the skum is swimming or is on land.
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| Body Shield
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| Allies adjacent to the skum lord gain a +2 bonus to AC.
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| Hunting Tactics
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| The skum lord and it's allies deal an extra 1d6 damage against enemies the skum lord flanks.
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| Alignment Evil
| Languages Common, Abyssal, Deep Speech
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| Skills Perception, Stealth +7
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| Feats Alertness
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| Str 20 (+6)
| Dex 14 (+3)
| Wis 10 (+1)
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| Con 13 (+2)
| Int 10 (+1)
| Cha 6 (-1)
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| Equipment Longspear, Sling, 20 stones
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[edit] General Information
[edit] Skum Tactics
In the water skum are dangerous enemies who attack by biting, and clawing their prey. On land they rend their prey mercilessly often attempting to grab and drag them into the nearest body of water. Skum serving other creatures are often trained to fight with longspears and slings.
[edit] Skum Lore
A character knows the following information with a successful Arcana/Dungeoneering check.
- DC 15: Skum are misbegotten creatures, a sick fusion of humans and sahuagin, that were created by aboleths to serve them as slaves. Somewhere along the line the skum became free creatures and now roam both the the dark waters of the underdark and deep seas malicously attacking anything that comes too close to their homes.
- DC 20: Skum enjoy feeding on warm-blooded creatures, but they have a cruel streak that drives them to torture and drown their prey before eating them. They take great delight in watching things suffer as the die. Sometimes (particularly during mating season) skum will travel far from their lairs to seek out warm-blooded prey to feast upon. Skum live in a primitive tribal structure that relies upon a strong militaristic hierarchy to function. As such they are a communal breed that raise their young in social groups as opposed to families. Males and females that mate do not live together beyond the mating season. All skum tend to be cold to one another and non-skum are lucky if they are tolerated at all. Skum have an innate dislike of magic, and have been known to focus their attacks on spell casters in some bloody frenzy that borders on revenge.
- DC 25: Although they must first be pressed into service by other aquatic creatures, once skum have been enslaved they willingly serve their masters as loyal and vicious servants, eaisly trained to use weapons and perform other tasks that would normally be unnatural to them.
[edit] Encounter Groups
In the wild skum range about their territories in packs of 6 to 15, hunting anything they can find to eat with their natural abilities. Many other intelligent aquatic creatures will enslave tribes of skum to serve them as shocktroops and/or as guards, equipping them with simple weapons to help in their duties. Although enslaved skum happily serve these masters provided they are given enough opportunities to hunt and torture warm-blooded animals.
Skum PC Race
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