Area 2, the beach of torture:
Some Skum warriors are torturing three Pixie prisoners on the beach by pulling off their wings. One of the Pixies is already dead. The second just lost his second wing and will bleed to death about a minute after the PCs first see the beach. The third is cowering as one of the Skum brags to his fellows how he's going to feed her own wings to her!
If the PCs rescue the remaining pixie, he will accompany them through the rest of the cave, assisting where possible. He will do his very best to avoid melee, however.
As of the end of this encounter, the pixie has all abilities available - the Skum had him chained with cold iron manacles that suppressed his abilities.
Intended CR: 6-8
Foes: 4-8 Skum Warriors.
For ECL 7 parties, 4 Skum.
For ECL 8 parties, 6 Skum.
For ECL 9 parties, 8 Skum.
Skum Warrior 1
Size/Type: Medium Aberration (Aquatic)
Hit Dice: 5d8+15 (37 hp)
Initiative: 3
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 18 (+3 Dex, +2 natural, +3 Sharkskin armor), touch 13, flat-footed 12
Base Attack/Grapple: +3/+7
Attack: Ranseur +10 melee (2d4+10) or Bite +10 melee (3d6+7)
Full Attack: Ranseur +10 melee (2d4+10) or Bite +10 melee (3d6+7) and 2 claws +8 melee (1d4+3)
Attack (+3 PA): Ranseur +7 melee (2d4+16) or Bite +7 melee (3d6+10)
Full Attack (+3 PA): Ranseur +7 melee (2d4+16) or Bite +7 melee (3d6+10) and 2 claws +5 melee (1d4+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rake 1d6+3
Special Qualities: Darkvision 60 ft., amphibious
Saves: Fort +4, Ref +4, Will +5
Abilities: Str 24, Dex 16, Con 16, Int 10, Wis 12, Cha 4
Skills: Hide +7*, Listen +9*, Move Silently +7, Spot +9*, Swim +8, Tumble +5
Feats: Multiattack, Improved Natural Attack, Power Attack
Environment: Underground
Organization: Brood (2-5) or pack (6-15)
Challenge Rating: 4
Treasure: None
Alignment: Usually lawful evil
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: 3
Equipment:
Ranseur, Sharkskin armor (treat as MW studded leather), 1 potion of Cure Light Wounds
A skum is about the same height and weight as a human. Skum speak Aquan.
Combat
Rake (Ex)
Attack bonus +0 melee, damage 1d6+3. A skum also gains two rake attacks when it attacks while swimming.
Amphibious (Ex)
Although skum are aquatic, they can survive indefinitely on land.
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.
When taken below 25 HP, a skum will drink his potion. When taken below 10 HP, a skum will attempt to flee towards area 3.