Kitsunekaboom
First Post
I wanted a bit more customization with Skum (not that I use them or Aboleths very much, but I thought it was kind of strange how it was just an "as is" creature even though they come from transformed humans.) Besides, Skum Ogre sounds cool.
Skum Template
Skum is a template that can be added to any giant, humanoid, or monstrous humanoid that has been affected by an abloeth’s transformation attack. Their type changes to Aberration with the Aquatic subtype.
Hit Dice: Become d8 unless the creature already has greater hit dice.
Speed: 2/3 land speed, twice that swimming speed
AC: Increase Natural AC by 2.
Attack: Skum gain two claw attacks, a bite attack, and two rake attacks. The rake attack can only be used while the Skum is in the water.
Size Bite Claw Rake
Fine 1d3 - 1
Diminutive 1d4 1 1d2
Tiny 1d6 1d2 1d3
Small 1d8 1d3 1d4
Medium 2d6 1d4 1d6
Large 2d8 1d6 1d8
Huge 4d6 1d8 2d6
Gigantic 4d8 2d6 2d8
Colossal 6d6 2d8 4d6
Special Attacks: A Skum retains all special attacks of the base creature.
Special Quality: A Skum retains all special qualities of the base creature and gains the following.
Amphibious (Ex): A Skum can operate on land and in the water. It can breath water and air. However Skum suffer a –2 circumstance penalty to all attack rolls on land.
Low-Light vision: A Skum gains Low-Light vision, and may see twice as far as humans in low-light conditions.
Saves: Same as the base creature
Abilities: Str +8, Dex +2, Con +2, Cha –4
Skills: Same as base creature, a Skum also receives a +4 racial bonus to Hide, Listen, and Spot checks underwater.
Feats: A Skum gains Alertness but otherwise same as base creature.
Climate/Terrain: Temperate and warm aquatic and underground
CR: Same as base creature +2
Alignment: Always Lawful Evil
Treasure: None
Advancement: None
Skum Ogre
Large Aberration
Hit Dice: 4d8+12 (30)
Initiative: +0
Speed: 20 Ft, Swim 40 Ft.
AC: 20 (-1 Size, +7 Natural, +3 Hide)
Attacks: Bite +11 melee, 2 Claw +6 melee, 2 rake +6 melee; or Bite +9 and Huge greatclub +5 (on land); or huge longspear +2 ranged
Damage: Bite 2d8+9, Claw 1d6+4, rake 1d6+4; or Bite 2d8+9, Huge greatclub 2d6+4; or Huge longspear 2d6+9
Face/Reach: 5 Ft. By 5ft/10ft
Special Attacks: Nil
Special Qualities: Amphibious, Low-Light Vision
Saves: Fort: +7 Ref: +1 Will: +1
Abilities: Str:29, Dex:10, Con:17, Int:6, Wis:10, Cha:3
Skills: Climb +4, Listen +4, Spot +4*
Feats: Alertness, Weapon Focus (greatclub)
Climate/Terrain: Temperate and Warm aquatic, underground
Organization: Solitary, pair, Gang (2-4), or band (5-8)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Combat
Amphibious (Ex): Skum can operate on land and in the water. It can breath water and air. However Skum suffer a –2 circumstance penalty to all attack rolls on land.
Low-Light vision: Skum have Low-Light vision, and may see twice as far as humans in low-light conditions.
Skills: *Skum receive a +4 racial bonus to Hide, Listen, and Spot checks underwater.
Skum Template
Skum is a template that can be added to any giant, humanoid, or monstrous humanoid that has been affected by an abloeth’s transformation attack. Their type changes to Aberration with the Aquatic subtype.
Hit Dice: Become d8 unless the creature already has greater hit dice.
Speed: 2/3 land speed, twice that swimming speed
AC: Increase Natural AC by 2.
Attack: Skum gain two claw attacks, a bite attack, and two rake attacks. The rake attack can only be used while the Skum is in the water.
Size Bite Claw Rake
Fine 1d3 - 1
Diminutive 1d4 1 1d2
Tiny 1d6 1d2 1d3
Small 1d8 1d3 1d4
Medium 2d6 1d4 1d6
Large 2d8 1d6 1d8
Huge 4d6 1d8 2d6
Gigantic 4d8 2d6 2d8
Colossal 6d6 2d8 4d6
Special Attacks: A Skum retains all special attacks of the base creature.
Special Quality: A Skum retains all special qualities of the base creature and gains the following.
Amphibious (Ex): A Skum can operate on land and in the water. It can breath water and air. However Skum suffer a –2 circumstance penalty to all attack rolls on land.
Low-Light vision: A Skum gains Low-Light vision, and may see twice as far as humans in low-light conditions.
Saves: Same as the base creature
Abilities: Str +8, Dex +2, Con +2, Cha –4
Skills: Same as base creature, a Skum also receives a +4 racial bonus to Hide, Listen, and Spot checks underwater.
Feats: A Skum gains Alertness but otherwise same as base creature.
Climate/Terrain: Temperate and warm aquatic and underground
CR: Same as base creature +2
Alignment: Always Lawful Evil
Treasure: None
Advancement: None
Skum Ogre
Large Aberration
Hit Dice: 4d8+12 (30)
Initiative: +0
Speed: 20 Ft, Swim 40 Ft.
AC: 20 (-1 Size, +7 Natural, +3 Hide)
Attacks: Bite +11 melee, 2 Claw +6 melee, 2 rake +6 melee; or Bite +9 and Huge greatclub +5 (on land); or huge longspear +2 ranged
Damage: Bite 2d8+9, Claw 1d6+4, rake 1d6+4; or Bite 2d8+9, Huge greatclub 2d6+4; or Huge longspear 2d6+9
Face/Reach: 5 Ft. By 5ft/10ft
Special Attacks: Nil
Special Qualities: Amphibious, Low-Light Vision
Saves: Fort: +7 Ref: +1 Will: +1
Abilities: Str:29, Dex:10, Con:17, Int:6, Wis:10, Cha:3
Skills: Climb +4, Listen +4, Spot +4*
Feats: Alertness, Weapon Focus (greatclub)
Climate/Terrain: Temperate and Warm aquatic, underground
Organization: Solitary, pair, Gang (2-4), or band (5-8)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Combat
Amphibious (Ex): Skum can operate on land and in the water. It can breath water and air. However Skum suffer a –2 circumstance penalty to all attack rolls on land.
Low-Light vision: Skum have Low-Light vision, and may see twice as far as humans in low-light conditions.
Skills: *Skum receive a +4 racial bonus to Hide, Listen, and Spot checks underwater.