Mythic Skum

Mythic Skum CR 3/MR 1

XP 800
LE Medium monstrous humanoid (aquatic, mythic, mythos)
Init +1; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 33 (2d10+22)
Fort +3, Ref +4, Will +3
Resist cold 10

OFFENSE

Speed 20 ft., swim 40 ft.
Melee +1 trident +5 (1d8+3), claw +2 (1d4+1), bite +2 (1d6+1)
Ranged +1 trident +4 (1d8+3)
Special Attacks mythic power (1/day, surge +1d6), primal allure (DC 14), slime blob (DC 15)

STATISTICS

Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha 6
Base Atk +2; CMB +4; CMD 15
Feats Multiattack B, Toughness MF
Skills Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15; Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
SQ amphibious

SPECIAL ABILITIES

Primal Allure (Su)

A mythic skum can fascinate female humans within 30 feet. Female humans viewing the skum must succeed on a DC 14 Will save or fall under the skum’s influence for 1d6 hours as if affected by a charm person spell (CL 5th). Additionally, a mythic skum can expend 1 use of mythic power to force a single target of its primal allure to make two Will saves and keep the lower roll. The save DC is Charisma-based and includes a +4 racial bonus.

Slime Blob (Ex)

Once every 1d4 rounds, as a standard action, a mythic skum can belch forth a ball of anesthetizing slime out to a distance of 30 feet (no range increment). This requires the mythic skum to make a ranged touch attack. If the attack succeeds, the target takes 1d4 points of Dexterity damage (Reflex DC 15 for half). The save DC is Constitution-based.

ABOUT

Environment temperate or cold aquatic or underground
Organization solitary, brood (1 mythic skum and 2–5 skum), pack (1 mythic skum and 6–12 skum), or cabal (13–95 plus 50% noncombatants, 1 subchief of 3rd level per 20 adults, 1 sorcerer of 4th–6th level per 40 adults, 1 mythic skum chieftain of 7th–9th level, and 2–6 oozes)
Treasure NPC gear (+1 trident, other treasure)

This hunchbacked, green-skinned humanoid has a wide, frog-like head but a mouth more akin to that of a toothy fish.

Skum are the most prolific and successful of the countless races created by the aboleths to serve as slaves. At the height of the aboleth empire, skum were legion and their armies waged many wars upon the land, yet now that the aboleths are in decline, skum have been set loose to manage on their own.

For the most part, the skum have been less than successful at this endeavor, and today they exist in a shadow of their previous multitude, most of them dwelling deep underground in slowly crumbling ruins left standing only because their enemies have lost interest in pursuing the now-won war against these fish-like humanoids. Skum have even lost their own name—only the most erudite and wise of their kind remember that they were once known as the ulat-kini. Today, most identify themselves with the racial epithet applied to them by surface-dwellers—“skum.” Skum do not age, and barring death by violence or disease, they can live forever. Unfortunately, this near immortality is crippled by the fact that skum are incapable of reproducing among themselves, for all skum are male. The aboleths did not want their slave race to prosper without their permission. Yet terribly, this does not mean that skum cannot breed. Originally created from human stock, skum can impregnate humans, and the children issued from such unholy unions are invariably deformed.

Those who are not born skum undergo gradual transformations throughout their lives, and when they would normally die of old age, such hybrids instead go through “the change,” shedding their wrinkled flesh and transforming into one of the ulat-kini. While most skum tribes lack the drive to perpetuate their race and would prefer to languish in their hideous sunken ruins, tribes settling offshore of remotely populated coastlines seem to be on the rise.

Some such communities raid villages for breeding stock, but a few more insidious tribes form alliances with these desperate folk, providing protection and bounty from the sea in return for wives.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

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