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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)|
CombatIn 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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