A gift to Perfect Skum!

psychognome

First Post
Perfect Skum (Axiomatic Advanced Skum)
Large Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 20 ft., swim 40 ft.
AC: 13 (+4 natural, -1 size)
Attacks: Bite +11 melee, 2 claws +9 melee, 2 rakes +9 melee
Damage: Bite 2d8+8, claw 1d6+4, rake 1d8+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Smite chaos
Special Qualities: Low-light vision, darkvision 60 ft.; fire, electricity, sonic, and cold resistance 10; spell resistance 12, linked minds
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 27, Dex 11, Con 17, Int 10, Wis 10, Cha 6
Skills: Climb +14, Hide +2*, Listen +8*, Move silently +6, Spot +8*
Feats: Alertness, Multiattack
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Climate/Terrain: Temperate and warm aquatic and underground
Organization: Unique
Challenge Rating: 7
Treasure: None
Alignment: Always Lawful Evil
Advancement: None

Lurking in the waters of cyberspace, the creature known as Perfect Skum is a unique and completely insane entity that enjoys nothing better than the reaches of message boards. It leads a group of aquatic trolls, or scrags, that he has taught the subtle arts of flame warfare.

Combat
Perfect Skum attacks his enemies by using his array of natural attacks.
Smite Chaos (Su): Once per day the Perfect Skum can make a normal attack to deal an additional +6 damage against a chaotic opponent.
Linked Minds (Ex): Perfect Skums within 300 feet of one another are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No Perfect Skum in the group is considered flanked unless they all are. (Note: this ability is effectively useless, as there is only one Perfect Skum)
Skills: *Perfect Skum receives a +4 racial bonus to Hide, Listen, and Spot checks underwater.

With all due respect to my good friend, Perfect Skum! :D
 

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