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