Psionic Bestiary
Skum Renegade
By Scott Brocius and Mark A. Jindra

Skum Renegade
Medium-Size Aberration (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 20 ft., swim 40 ft.
AC: 17 (+1 Dex, +2 natural, +4 inertial armor), touch +15, flat-footed 16
Attack: Bite +5 melee and 2 claws +0 melee and 2 rakes +0 melee
Damage: Bite 2d6+4, claw 1d4+2, rake 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Psionics
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +1, Will +3
Abilities: Str 18, Dex 12, Con 12, Int 11, Wis 11, Cha 9
Skills: Climb +9, Hide +9, Listen +11, Move Silently +6, Spot +11, Swim +12
Feats: Alertness (B), Inertial Armor (B)
Climate/Terrain: Temperate and warm aquatic and underground
Organization: Solitary, pair, or brood (3-5)
Challenge Rating: 2
Treasure: Standard or none
Alignment: Usually neutral evil
Advancement: 3-4 HD (Medium-size), 5-6 HD (Large), or by class

Skum renegades are skum that have become psionically aware. The aboleth have unwittingly allowed this mutation to creep into their creation, and they may one day suffer an uprising similar to one caused by the mind flayer's gith.

Skum renegades are usually found with groups of fellow skum, and they work very hard to keep their talents a secret from their masters. If more than one or two renegades are found, it's usually a group that has escaped from their bondage and is struggling to survive.

A skum renegade's preferred class is psychic warrior.

COMBAT

Skum renegades suffer the same land penalties on combat as their normal skum counterparts. While on land, they have a -2 circumstance penalty on all attack rolls.

In addition, skum renegades have proficiency with simple weapons.

Psionics (Sp): 3/day -- combat precognition, combat prescience, know direction, talons. Effective manifester level 6th.

Attack/Defense modes (Sp): At will -- ego whip/empty mind.

Skills: Skum renegades receive a +4 racial bonus on Hide, Listen, and Spot checks while underwater.


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