Skum, Cetacean

Medium humanoid, lawful evil

Armor Class 13 (natural)
Hit Points 68 (8d8+32)
Speed 20 ft.; swim 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 19 (+4) 10 (+0) 14 (+2) 9 (-1)

Saving Throws Wis +4
Damage Resistances cold
Condition Immunities charmed, frightened
Skills Athletics +6, Perception +4, Stealth +5
Senses blindsight 120 ft., darkvision 60 ft., passive Perception 14
Languages Aquan, Deep Speech, Undercommon
Challenge 1 (200 XP)

SPECIAL Traits

  • Amphibious. The cetacean skum can breathe both air and water.
  • Ancient Slaves. The cetacean skum is resistant to mind controlling abilities of all creatures except aboleth. They have immunity to the charmed and frightened conditions and proficiency with Wisdom saving throws, but loose these advantages when dealing with the spells and psionic powers of aboleth.
  • Powerful Charge. When a cetacean skum moves at least 20 ft. in a round and makes a ram attack, it deals 10 (2d6+3) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone.

ACTIONS

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) piercing damage.
  • Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) bludgeoning damage.
  • Trident. Melee Weapon Attack: +5 to hit, reach 5 ft., one target., Hit: 9 (1d8+3) piercing damage.

ABOUT

Cetacean skum are bred from dolphins, and are much rarer than typical skum. They are aggressive, and at times nearly suicidal in combat. Only 25% of such breedings are productive, leading skum to attempt to capture entire pods of dolphins, which earns the ire of merfolk and tritons.

Stronger, faster, and more perceptive than their skum relations, cetacean skum work together in pods and are often called on to perform special reconnaissance or assassination missions. In open combat, cetacean skum lead with a powerful slam from their bony beak before falling back to their tridents. They are often prefer to use their natural weapons over manufactured ones.

Cetacean skum carry deep memories of what they once were, and hate both themselves and the aboleth. They frequently go off by themselves to brood, and fight recklessly in hopes of dying in battle. Despite these memories, the evil infecting them is strong, and they still serve the aboleth race when they can. Despite the lawful nature bred into them, fully a quarter of cetacean skum tend to neutral evil, or even chaotic evil.

The water boils with tiny fishlike creatures, each waving a set of tiny tentacles. The water around them is thick with slime.

Section 15: Copyright Notice

5e Menagerie: Horrors of the Aboleth, © 2016 Rogue Genius Games; Authors: Sam Hing and Rich E. Howard.

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