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D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project

nah, on second thought i'll leave the subtype off.

DR 10/ magic and bludgeoning is what i'm going for.
 

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I agree with DR 10/magic bludgeoning and fire immunity.

I disagree with the aquatic subtype because the skuz is undead and thus non-breathing. I think undead should only have the aquatic subtype if they are the remains of aquatic creatures or have absolutely no ability to leave the water.

By my calculation, it has 126 skill points and could max out 9 skills at rank 14. It currently has 6 skills, so you could add Intimidate, and maybe Bluff and Disguise for it's Alter Self abiliy. And the Alter Self ability might be renamed Alternate Form, but that borders on being nit-picky.
 



the original skuz stats from MC11:

Skuz
CLIMATE/TERRAIN: Ponds, lakes
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Exceptional (16)
TREASURE: F
ALIGNMENT: Chaotic evil
NO. APPEARING: 1-6
ARMOR CLASS: 0
MOVEMENT: 1, Sw 15
HIT DICE: 11
THAC0: 9
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-12/2-12
SPECIAL ATTACKS: Energy drain, spells
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 25%
SIZE: M (4’-7’ long)
MORALE: Fearless
XP VALUE: 15,000

One of the most powerful and feared forms of undead, skuz haunt still bodies of water and destroy all those foolish enough to fall into their grasp.
Skuz have a strong tie to the Negative Material Plane. They hate all life and attempt to drag any creatures within reach into their watery grave.
A skuz appears as a slimy coating on the water, similar to the algae growths on still ponds and lakes. A skuz is able to manipulate its slimy body, allowing it to take on humanoid and other forms, and making it easier to attract prey. Unlike many of the powerful undead, skuz operate in daylight as well as darkness.

Combat: Skuz attack by forming pseudo-arms from their slimy mass. In addition to causing physical damage, each touch of a skuz drains one life level from its victim. When a humanoid victim is weakened, the skuz pulls it beneath the water to drown it. When dead, the victim becomes a skuz. Humanoids who are killed by a skuz, but not drowned, do not become one of the undead.
Skuzs can use spell-like abilities at will, twice per day. These include gaze reflection, suggestion, watery double, animate dead, and transmute dust to water.
Skuzs can be hit only by +2 or better weapons. They are immune to all fire-based attacks and spells, and because of their maleable body they take half damage from magical edged weapons. Lower water causes 2d10 points of damage to a skuz, and raise dead instantly kills it. While skuzs can be turned as a “special” undead, they do not leave their pond or lake.
Skuz often lure victims to them by taking on the form of humans, usually children, and acting as if they are drowning. Skuz prefer not to attack until their prey is in the water, where the undead have the advantage.
Occasionally skuz work together to attract prey, using their spell-like abilities in concert, or appearing as a group of drowning people. In this instance each skuz attacks more viciously, wanting to be the one who brought the most victims to their doom.

Habitat/Society: Skuz occupy ponds, small lakes, and stagnant bodies of water, usually in temperate and tropical climes near human civilizations. Skuz avoid northern locations, where long, harsh winters freeze the water, restricting their movement. And they are rarely found in desolate areas where few humanoids could be found.
Although skuz are primarily solitary, one that has been successful in drowning humanoid victims has several skuz with it in the same body of water. However, if a pond or lake becomes too crowded with the undead, some opt to leave, crawling to another body of water where they have less competition when feeding.
Skuz are equally active during the day and evening. They have no need to sleep and they require no food, although the energy drained from victims invigorates them.
The body of water occupied by skuz is frequently devoid of all fish and plant life, as the undead do not want even simple creatures and organisms to live in their presence. Animals who come to the water to drink are quickly dispatched by the skuz. Their bodies are left to rot on the edge of the water and to act as a lure for larger creatures who would feast upon the remains.
Skuz take trophies from their humanoid victims such as armor, jewelry, coins, and other items that they pull to the bottom of their pond or lake. Usually the most respected skuz among a group of them is the one with the largest horde. This skuz often directs the actions of the others.

Ecology: The skuz, like many undead, serve no useful purpose in nature, killing without reason and destroying fish populations. Because of its attachment to the Negative Material Plane, it is not a normal part of the Realms.
Creatures close to nature shun bodies of water containing skuz. However, some creatures such as swanmays and centaurs band together to hunt the undead or to approach bands of adventurers, asking them to kill the skuz.
The slime of a dead skuz can be used as components in water-based spells, usually doubling the durations of those spells because of the skuz’s magical and powerful nature.
 

some quick thoughts...

maybe some sort of special grapple bonus?

spell-like abilities to replace: gaze reflection, watery double, and transmute dust to water.

would we want a line like this: A skuz’s natural weapons, as well as any weapons it wields, are treated as (X)-aligned and (X)-aligned for the purpose of overcoming damage reduction.

any ideas to fix this up: Vulnerabilities (Ex): The lower water version of the control water spell deals 2d10 points of damage to a skuz, and raise dead instantly kills it.

do you think they would benefit from having Blind-Fight or Lightning Reflexes?
 
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BOZ said:
some quick thoughts...

maybe some sort of special grapple bonus?

We could give it Improved Grapple as a (bonus) feat, which would give it a +4 bonus.

BOZ said:
spell-like abilities to replace: gaze reflection, watery double, and transmute dust to water.

I can't really think of an alternative for any of these in 3.5.

BOZ said:
would we want a line like this: A skuz’s natural weapons, as well as any weapons it wields, are treated as (X)-aligned and (X)-aligned for the purpose of overcoming damage reduction.

Hmm..if you made it evil-aligned, you'd probably want to give them damage reduction x/good to go along with it. Otherwise, I'd just say they are treated as magic weapons for the purpose of overcoming damage reduction.

BOZ said:
any ideas to fix this up: Vulnerabilities (Ex): The lower water version of the control water spell deals 2d10 points of damage to a skuz, and raise dead instantly kills it.

I'd lose the raise dead bit, as the undead type entry states "Not affected by raise dead and reincarnate spells or abilities."

As for the control water, you could leave it as is, or treat it as a water-based creature as per the control water spell: "When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates)."

BOZ said:
do you think they would benefit from having Blind-Fight or Lightning Reflexes?

Not particularly.
 

Shade said:
As for the control water, you could leave it as is, or treat it as a water-based creature as per the control water spell: "When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates)."

how about if we make it vulnerable to spells that affect water creatures (without necessarily giving it the water subtype) to make it less specific. ;)

as for the "alter self" ability, when i first wrote this i wasn't sure where to go with that. so here is the original text:

A skuz is able to manipulate its slimy body, allowing it to take on humanoid and other forms, and making it easier to attract prey.

so what do you think would do the trick? i currently have it as a supernatural version of alter self, but of course that can change. i don't think alternate form quite covers what i need here.
 
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BOZ said:
spell-like abilities to replace: gaze reflection, watery double, and transmute dust to water.

Could you please refresh my memory on Watery Double?

For dust to water, how about a unique spell-like ability, described in a way similar to the black dragon's corrupt water ability?

For gaze reflection, either make it immune to gaze attacks, or add a unique ability that allows it to reflect gazes.

BOZ said:
would we want a line like this: <bypass evil DR>
No, but maybe a similar line for magic DR.

BOZ said:
how about if we make it vulnerable to spells that affect water creatures (without necessarily giving it the water subtype) to make it less specific.
Funny, I almost suggested giving the skuz the water subtype in my first post, but reconsidered.
 

BOZ said:
how about if we make it vulnerable to spells that affect water creatures (without necessarily giving it the water subtype) to make it less specific. ;)

That sounds like a good solution.

BOZ said:
so what do you think would do the trick? i currently have it as a supernatural version of alter self, but of course that can change. i don't think alternate form quite covers what i need here.

I'm not sure about this method either, but here's a modified form of the doppelganger's change shape ability that might fit our needs.

Change Shape (Su): A skuz is able to manipulate its slimy body, allowing it to assume the shape of any creature of its size category or smaller. In a humanoid form, the skuz loses its natural attacks. A skuz can remain in one form until it chooses to assume a new one. A change in form cannot be dispelled, but a skuz reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

If you use this or a similar ability, I supposed the shapechanger subtype should be added.
 

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