Skum
Dungeons & Dragons · Tabletop · Medium Aberration, a mutated human
- Tier
- 9-B, up to 9-A
- Attack Potency
- Wall Level, up to Small Building Level+
- Speed
- Subsonic, up to High Hypersonic+
- Durability
- Wall Level, up to Small Building Level+
Powers and abilities
- Superhuman Physical Characteristics
- Underwater Breathing (Type 2; Shown here)
- Natural Weaponry (Use their claws and bite in combat)
- Enhanced Senses (Have night vision)
- Telepathy (Shown here)
- Mind Manipulation (Via Mind-Breaking Touch)
- Weapon Mastery (Are adept in using tridents and some are trained to use longspears, javelins and slingshots)
- Stealth Mastery (Shown here)
- Resistance to Mind Manipulation (They resist psychic damage)
- Empathic Manipulation (Are immune to the Frightened and Charmed conditions)
Weaknesses
If they stay outside water for too long they start taking damage
Ranked tied for #125 of 704 in Dungeons & Dragons by strength.
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