Monster: Skum
The skums are aquatic slaves created by the aboleths. While underwater, they prefer using their natural weapons, but when raiding the coasts on behalf of their psionic masters they use two-handed weapons, such as spears. Skums can withstand tremendous pressure of oceanic depths, where their masters live.
Skum [Monster Manual, page 228]
57 points
Attributes: ST+2 [20].
Secondary
Characteristics:
Per+1 [5].
Advantages: Amphibious [10]; Blunt Claws [3]; Doesn’t
Breathe (Gills, -50%) [10]; Infravision [10]; Pressure Support 3 [15]; Sharp Teeth
[1]; Speak Underwater [5].
Disadvantage: Appearance (Ugly) [-8]; Social Stigma (Savage) [-10]; Susceptible to Aboleth Abilities 4 [-4].
Creature Type: Aberration.
Typical Stats
ST:
|
12
|
HP:
|
12
|
Speed:
|
5
|
DX:
|
10
|
Will:
|
10
|
Move:
|
5 ground, 5 water
|
IQ:
|
10
|
Per:
|
11
|
||
HT:
|
10
|
FP:
|
10
|
SM:
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+0
|
Dodge:
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8
|
Parry:
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9
|
DR:
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-
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Long Spear (two-handed) (12): 1d+2 impaling (KYOS: 2d-1 impaling), Reach 2,
3*.
Blunt Claws (12): 1d+1 crushing (KYOS: 1d+2 crushing), Reach C.
Sharp Teeth (12): 1d-1 cutting (KYOS: 1d cutting), Reach C.
Traits:
Amphibious; Appearance (Ugly); Doesn’t Breathe (Gills); Infravision; Pressure Support 3; Social Stigma (Savage); Speak Underwater; Susceptible to Aboleth Abilities 4.
Skills: Aquabatics-12;
Brawling-12; Spear-12; Stealth-14; Wrestling-12.
Creature Type: Aberration.
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