Monday, January 3, 2011

General Rules: Monsters - Abollar Skum

Abollar Skum (from Blackdirge's Dungeon Denizens)
Medium Aberration (Aquatic)

Hit Dice: 2d8+4 (13 hit points)
Initiative: +1
Speed: 20 feet, swim 40 feet
Armor Class: 14 (+3 natural, +1 Dexterity); touch 11, flat-footed 13
BAB/Grapple: +1/+6
Attack: Bite +6 melee (2d6+5, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +6 melee (2d6+5, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +1 melee (1d4+2, piercing and slashing, 20 x2) and 2 tentacles (1d6+2 plus slime, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Rake 1d6+2, slime
Special Qualities: Darkvision 60 feet, amphibious, immunity to poison, acid resistance 5, cold resistance 5, vulnerability to fire
Saves: Fortitude +2, Reflex +1, Will +3
Abilities: Str 21, Int 10, Wis 10, Dex 13, Con 15, Cha 10
Skills: Hide +4 (+8 when underwater), Listen +4 (+6 when underwater), Move Silently +3, Spot +4 (+6 when underwater), Swim +13
Feats: Skill Augmentation (Listen and Spot)
Environment: Underground
Organization: Solitary, brood (2 - 5) or pack (6 - 15)
Challenge Rating: 3
Treasure: None
Alignment: Usually lawful evil
Advancement: 3 - 4 Hit Dice (medium), 5 - 6 Hit Dice (Large)
Level Adjustment: +5

This fish-like humanoid is covered in a thin membrane of glistening slime. Its ichthyoid head features three oblong eyes stacked one above the other in the center of its forehead. It is armed with long, serrated talons, a mouthful of needle-like teeth, and two whip-like tentacles growing from beneath each arm.

The skum is by far the most common of the aboleth slave races to be born as abollar, and one of the few abollar to find some acceptance from its parent race. Abollar skum are seen by aboleths as a potent tool against the other races of the underdark. Their ability to make forays onto dry land makes them an invaluable resource, especially since the abollar skum can use its slime attack to secure even more slaves for its abolar master.

An abollar skum is about the same height and weight as a human.

Abollar skum speak Aquan.

Combat
Brutally efficient melee combatants, both in an out of the water, abollar skum prefer to wade into combat with their impressive array of natural attacks. They attempt to disable as many foes as possible with their slime attack, and then drag these unfortunates back to the watery lair of their aboleth master.

Rake (Ex): An abollar skum gains two rake attacks when it attacks while swimming. Attack bonus +1, damage 1d6+2.

Slime (Ex): A creature struck by an abollar skum's tentacle must make a DC 13 Fortitude save or begin to transform over the next 1d4 rounds, as its skin becomes completely covered with a thin, clear mucous. An affected creature must keep its mucous-covered skin completely submerged in cool, fresh water or suffer 1d4 points of damage every round. Additionally, the mucous reduces the affected creature's natural armor bonus by 1 (but never to less than 0). A remove disease spell cast before or after the transformation is complete will restore an afflicted creature to normal.

Skills (Ex): Abollar skum have a +2 racial bonus on Listen and Spot checks. Underwater, the abollar skum gains a +4 racial bonus on Hide checks and their racial Spot and Listen checks is increased to +4.

An abollar 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.

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