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Skum Template
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<blockquote data-quote="Kitsunekaboom" data-source="post: 896458" data-attributes="member: 8301"><p>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.</p><p></p><p>Skum Template</p><p>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.</p><p></p><p>Hit Dice: Become d8 unless the creature already has greater hit dice.</p><p>Speed: 2/3 land speed, twice that swimming speed</p><p>AC: Increase Natural AC by 2.</p><p>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.</p><p></p><p>Size Bite Claw Rake</p><p>Fine 1d3 - 1</p><p>Diminutive 1d4 1 1d2</p><p>Tiny 1d6 1d2 1d3</p><p>Small 1d8 1d3 1d4</p><p>Medium 2d6 1d4 1d6</p><p>Large 2d8 1d6 1d8</p><p>Huge 4d6 1d8 2d6</p><p>Gigantic 4d8 2d6 2d8</p><p>Colossal 6d6 2d8 4d6</p><p></p><p>Special Attacks: A Skum retains all special attacks of the base creature.</p><p>Special Quality: A Skum retains all special qualities of the base creature and gains the following.</p><p></p><p>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. </p><p></p><p>Low-Light vision: A Skum gains Low-Light vision, and may see twice as far as humans in low-light conditions.</p><p></p><p>Saves: Same as the base creature</p><p>Abilities: Str +8, Dex +2, Con +2, Cha –4</p><p>Skills: Same as base creature, a Skum also receives a +4 racial bonus to Hide, Listen, and Spot checks underwater.</p><p>Feats: A Skum gains Alertness but otherwise same as base creature.</p><p></p><p>Climate/Terrain: Temperate and warm aquatic and underground</p><p>CR: Same as base creature +2</p><p>Alignment: Always Lawful Evil</p><p>Treasure: None</p><p>Advancement: None</p><p></p><p>Skum Ogre </p><p>Large Aberration</p><p>Hit Dice: 4d8+12 (30)</p><p>Initiative: +0</p><p>Speed: 20 Ft, Swim 40 Ft.</p><p>AC: 20 (-1 Size, +7 Natural, +3 Hide)</p><p>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</p><p>Damage: Bite 2d8+9, Claw 1d6+4, rake 1d6+4; or Bite 2d8+9, Huge greatclub 2d6+4; or Huge longspear 2d6+9</p><p>Face/Reach: 5 Ft. By 5ft/10ft</p><p>Special Attacks: Nil</p><p>Special Qualities: Amphibious, Low-Light Vision</p><p>Saves: Fort: +7 Ref: +1 Will: +1</p><p>Abilities: Str:29, Dex:10, Con:17, Int:6, Wis:10, Cha:3</p><p>Skills: Climb +4, Listen +4, Spot +4*</p><p>Feats: Alertness, Weapon Focus (greatclub)</p><p>Climate/Terrain: Temperate and Warm aquatic, underground</p><p>Organization: Solitary, pair, Gang (2-4), or band (5-8)</p><p>Challenge Rating: 4</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: By character class</p><p></p><p>Combat</p><p></p><p>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. </p><p></p><p>Low-Light vision: Skum have Low-Light vision, and may see twice as far as humans in low-light conditions.</p><p></p><p>Skills: *Skum receive a +4 racial bonus to Hide, Listen, and Spot checks underwater.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 896458, member: 8301"] 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. [/QUOTE]
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