Skum | CR 2 |
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Usually LE Medium Aberration (Aquatic) Init +1; Senses darkvision 60 ft.; Listen +7*, Spot +7* Languages Aquan |
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AC 13, touch 11, flat-footed 12 hp 11 (2 HD) Fort +1, Ref +1, Will +3 |
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Speed 20 ft., swim 40 ft. Melee Bite +5 (2d6+4) and 2 claws +0 (1d4+2) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp +5 Atk Options rake 1d6+2 |
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Abilities Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6 SQ amphibious Feats Alertness Skills Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12 Advancement 3-4 HD (Medium); 5-6 HD (Large) Level adjustment +3 |
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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. |