Skum Sentry (Skum Ranger 3)


Skum Sentry CR 5

XP 1,600
Male skum ranger 3
CE Medium monstrous humanoid (aquatic)
Init +2 (+4 underwater); Senses darkvision 60 ft.; Perception +8 (+14 underwater)

DEFENSE

AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
hp 60 (5d10+33)
Fort +8, Ref +8, Will +4
Resist cold 10

OFFENSE

Speed 15 ft., swim 30 ft.
Melee mwk trident +11 (1d8+4), bite +7 (1d6+2) , claw +7 (1d6+2) or bite +9 (1d6+4), 2 claws +9 (1d6+4)
Ranged mwk trident +9 (1d8+4)
Special Attacks combat style (natural weapon), favored enemy (humans +2)

TACTICS

During Combat The skum use Power Attack, and focus their attacks on opponents that aren’t comfortable in the water

Morale Under the control of the mi-go, the skum fight to the death to defend their tunnels.

STATISTICS

Str 19, Dex 15, Con 20, Int 12, Wis 10, Cha 4
Base Atk +5; CMB +9; CMD 21
Feats Endurance, Improved Natural Attack (claw), MultiattackB, Power Attack, Toughness, Weapon Focus (trident)
Skills Intimidate +5, Knowledge (nature) +9, Knowledge (religion) +2, Perception +8 (+14 underwater), Stealth +7 (+13 underwater), Survival +8 (+10 underwater), Swim +17
Languages Aboleth, Abyssal, Common
SQ amphibious, favored terrain (water +2), track +1, wild empathy +0
Gear masterwork scale mail, masterwork trident

Section 15: Copyright Notice

Pathfinder Adventure Path #46: Wake of the Watcher

Pathfinder Adventure Path #46: Wake of the Watcher. © 2011, Paizo Publishing, LLC; Author: Greg A. Vaughan.
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