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|Size/Type:||Medium Aberration (Aquatic)|
|Hit Dice:||2d8+2 (11 hp)|
|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 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*|
|Climate/Terrain:||Temperate and warm aquatic and underground|
|Organization:||Brood (2-5) or pack (6-15)|
|Alignment:||Always lawful evil|
|Advancement:||3-4 HD (Medium-size); 5-6 HD (Large)|
Skum can breathe both air and water. They speak Aquan.
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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