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 D20
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This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
|  D20
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SKUM
| Size/Type:
| Medium Aberration (Aquatic)
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| Hit Dice:
| 2d8+2 (11 hp)
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| Initiative:
| +1
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| Speed:
| 20 ft. (4 squares), swim 40 ft.
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| Armor Class:
| 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
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| Base Attack/Grapple:
| +1/+5
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| Attack:
| Bite +5 melee (2d6+4)
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| Full Attack:
| Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2)
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| Space/Reach:
| 5 ft./5 ft.
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| Special Attacks:
| Rake 1d6+2
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| Special Qualities:
| Darkvision 60 ft., amphibious
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| Saves:
| Fort +1, Ref +1, Will +3
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| Abilities:
| Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6
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| Skills:
| Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12
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| Feats:
| Alertness
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| Environment:
| Underground
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| Organization:
| Brood (2–5) or pack (6–15)
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| Challenge Rating:
| 2
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| Treasure:
| None
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| Alignment:
| Usually lawful evil
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| Advancement:
| 3–4 HD (Medium); 5–6 HD (Large)
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| Level Adjustment:
| +3
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A skum is about the same height and weight as a human. Skum speak Aquan.
COMBAT
Rake (Ex): Attack bonus +0 melee, damage 1d6+2. A skum also gains two rake attacks when it attacks while swimming.
Skills: *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.
System Reference Document -> List of Creatures (SRD)