Skum

Ghosts of Saltmarsh p. 254

Size
Medium
Type
aberration
Alignment
lawful evil
AC
14 (natural armor)
Hit Points
93 (11d8+44)
Speed
walk 20 ft., swim 40 ft.
Skills
Perception +4
Resistances
psychic
Senses
darkvision 120 ft.
Passive Perception
14
Languages
Common, Deep Speech, telepathy 60 ft.
Challenge
5
STR
19
+4
DEX
11
+0
CON
18
+4
INT
7
−2
WIS
12
+1
CHA
9
−1

Traits

Abolethic Vassal

The skum is permanently charmed by its aboleth master.

Amphibious

The skum can breathe air and water.

Psychic Conditioning

The skum is immune to the frightened and charmed conditions unless they are from effects created by an aboleth.

Water Dependency

The skum takes 6 (1d12) acid damage every 10 minutes it goes without exposure to water.

Actions

Multiattack

The skum makes three attacks: two with its trident and one with its Mind-Breaking Touch.

Trident

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Mind-Breaking Touch

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d8) psychic damage, and the target has disadvantage on Wisdom saving throws until the end of the skum's next turn.

Other data

description

Several poor souls around the Styes have succumbed to an aboleth's magic through its disease-bearing touch. Transformed into creatures called skum, they barely resemble their past forms, their skin turning slimy and translucent while their limbs warp to resemble those of deep-sea oddities. The change makes them dependent on water, which they must immerse themselves in regularly lest they experience painful-and potentially lethal-skin eruptions. Skum are bound to their aboleth master not just by their cursed state, but by a psychic bond that compels them to serve its every sinister whim.