|Size/Type:||Medium Aberration (Aquatic)|
|Hit Dice:||2d8+2 (11 hp)|
|Speed:||20 ft. (4 squares), swim 40 ft.|
|Armor Class:||13 (+1 Dex, +2 natural), touch 11, flat-footed 12|
|Attack:||Bite +5 melee (2d6+4)|
|Full Attack:||Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Rake 1d6+2|
|Special Qualities:||Darkvision 60 ft., amphibious|
|Saves:||Fort +1, Ref +1, Will +3|
|Abilities:||Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6|
|Skills:||Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12|
|Organization:||Brood (2-5) or pack (6-15)|
|Alignment:||Usually lawful evil|
|Advancement:||3-4 HD (Medium); 5-6 HD (Large)|
A skum is about the same height and weight as a human. Skum speak Aquan.
Attack bonus +0 melee, damage 1d6+2. A skum also gains two rake attacks when it attacks while swimming.
Although skum are aquatic, they can survive indefinitely on land.
A 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.