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.

More from Dungeons & Dragons

Close fights from other series

Compare Skum with another character · Skum on the VS Battles Wiki