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
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.