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Skum (4e Creature)

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Created By
Sepsis (talk)
Date Created: 09/08/2008
Status: Completed

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.

Contents

[edit] Skum

A Skum warrior
A Skum warrior
Skum
Level 2 Soldier
Medium Aberrant Humanoid (Aquatic)
XP 125
Initiative +4 Senses Perception +8, darkvision
HP 37; Bloodied 18
AC 18; Fortitude 18, Reflex 15, Will 14
Speed 4, swim 8
Image:BasicMelee.JPG Claws (Standard, when unarmed; at-will)
+9 vs. AC; 1d6+3 damage.
Image:Melee.JPG Raking Claws (Standard, when unarmed; at-will)
A skum can make 2 attacks per round with their Claws as part of the same action.
Image:Melee.JPG Bite (Move, only while swimming; at-will)
+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.
Image:Melee.JPG Feeding Frenzy (Free, when target is first bloodied; at-will)
+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.
Image:Melee.JPG Longspear (Standard; at-will)♦Weapon
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.
Image:Ranged.JPG Sling (Standard; at-will)♦Weapon
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.
Alignment Evil Languages Abyssal, Deep Speech
Skills Perception, Stealth +6
Feats Alertness
Str 19 (+5) Dex 13 (+2) Wis 10 (+1)
Con 13 (+2) Int 10 (+1) Cha 6 (-1)
Equipment Longspear, Sling, 20 stones

[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
Medium Aberrant Humanoid (Aquatic)
XP 300
Initiative +4 Senses Perception +8, darkvision
HP 90; Bloodied 45
AC 21; Fortitude 21, Reflex 18, Will 17
Saving Throws +2
Speed 4, swim 8
Action Points 1
Image:BasicMelee.JPG Claws (Standard, when unarmed; at-will)
+10 vs. AC; 1d6+3 damage.
Image:Melee.JPG Raking Claws (Standard, when unarmed; at-will)
A skum guard can make 2 attacks per round with their Claws as part of the same action.
Image:Melee.JPG Bite (Move, only while swimming; at-will)
+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.
Image:Melee.JPG Feeding Frenzy (Free, when target is first bloodied; at-will)
+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.
Body Shield
Allies adjacent to the skum guard gain a +2 bonus to AC.
Image:Melee.JPG Longspear (Standard; at-will)♦Weapon
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.
Image:Ranged.JPG Sling (Standard; at-will)♦Weapon
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.
Alignment Evil Languages Abyssal, Deep Speech
Skills Perception, Stealth +6
Feats Alertness
Str 19 (+5) Dex 13 (+2) Wis 10 (+1)
Con 13 (+2) Int 10 (+1) Cha 6 (-1)
Equipment Longspear, Sling, 20 stones

[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
Medium Aberrant Humanoid (Aquatic)
XP 500
Initiative +5 Senses Perception +8, darkvision
HP 138; Bloodied 69
AC 24; Fortitude 25, Reflex 22, Will 20
Saving Throws +2
Speed 4, swim 8
Action Points 1
Image:BasicMelee.JPG Longspear (Standard; at-will)♦Weapon
Reach 2; +13 vs. AC; 1d10+5 damage, and the target is Marked until the end of the skum's next turn.
Longspear Talent
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.
Image:Ranged.JPG Sling (Standard; at-will)♦Weapon
Ranged 10/20; +13 vs. AC; 1d6+2 damage.
Image:Melee.JPG Claws (Standard, when unarmed; at-will)
+13 vs. AC; 1d6+4 damage.
Image:Melee.JPG Raking Claws (Standard, when unarmed; at-will)
A skum lord can make 2 attacks per round with their Claws as part of the same action.
Image:Melee.JPG Bite (Move; at-will)
+13 vs. AC; 1d10+4 damage. The Skum Lord can make a Bite attack along with it's standard Claw attacks.
Image:Melee.JPG Feeding Frenzy (Free, when target is first bloodied; at-will)
+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.
Body Shield
Allies adjacent to the skum lord gain a +2 bonus to AC.
Hunting Tactics
The skum lord and it's allies deal an extra 1d6 damage against enemies the skum lord flanks.
Alignment Evil Languages Common, Abyssal, Deep Speech
Skills Perception, Stealth +7
Feats Alertness
Str 20 (+6) Dex 14 (+3) Wis 10 (+1)
Con 13 (+2) Int 10 (+1) Cha 6 (-1)
Equipment Longspear, Sling, 20 stones

[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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