Size:
± Medium
Type:
± Aberration
Form:
Temper:
# App:
± 1d4+1, Wild 1d4+1, Lair 1d10+5
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 20'
Climb/Arboreal:
Flight:
Swim:
± 40'
Benthic:
Burrow:
Ethereal:
Aliases: Ulat-Kini
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite, 2 claws, or 1 weapon
Circumstance: Combat
2d6 bite, 1d4 claw or by weapon
Special
Darkvision
60 feet range.
Special
Breathing
Can breathe underwater for 3 hours after exposure to aboleth slime, but cannot breathe air during this time; suffocates in 2d6 minutes if removed from water.
Special
Master's Presence
In the presence of its aboleth master, a skum becomes totally fearless, having a Morale of 12. If the aboleth master dies its skum enter a frenzied rage, attacking any creature in sight and seeking additional victims when those nearby have been vanquished.
Environments
aquatic-fresh
Horrific humanoid creatures transformed by aboleths as their servants
Skum are hapless humanoid creatures transformed by aboleths as their servants. A skum resembles a horrific combination of fish and humanoid. It has a slimy, scaly skin and a finned tail used for swimming. A skum attacks with its teeth and razor-sharp claws, or with any weapon provided by its master. Skum have darkvision with a range of 60 feet. They have the same breathing capabilities (and limitations) described above.
In the presence of its aboleth master, a skum becomes totally fearless, having a Morale of 12. If the aboleth master dies its skum enter a frenzied rage, attacking any creature in sight and seeking additional victims when those nearby have been vanquished.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Offense
Melee
Circumstance: combat round (melee)
trident +10 [+5/+0], Damage 1d8+4 piercing
Offense
Ranged
Circumstance: combat round (ranged)
trident +7 [+2/-3] (thrown 20 feet), Damage 1d8+3 piercing
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
trident
Language
Alghollthu
Undercommon
Perception
darkvision
Resistance
cold 5
Actions/Abilities/Traits: Pathfinder 2e
Horrific humanoid creatures transformed by aboleths as their servants
Skum are hapless humanoid creatures transformed by aboleths as their servants. A skum resembles a horrific combination of fish and humanoid. It has a slimy, scaly skin and a finned tail used for swimming. A skum attacks with its teeth and razor-sharp claws, or with any weapon provided by its master. Skum have darkvision with a range of 60 feet. They have the same breathing capabilities (and limitations) described above.
In the presence of its aboleth master, a skum becomes totally fearless, having a Morale of 12. If the aboleth master dies its skum enter a frenzied rage, attacking any creature in sight and seeking additional victims when those nearby have been vanquished.
Basic Fantasy Field Guide Omnibus