Skum Renegade (CR 2)
Medium Aberration (Aquatic)
Alignment: Usually neutral evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +11, and Spot +11
AC: 17 (+1 Dex, +2 natural, +4 inertial armor), touch +15, flat-footed 16
Hit Dice: 2d8+2 (11 hp)
Fort +1, Ref +1, Will +3
Speed: 20 ft., swim 40 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -4
Attack: Bite +5 melee and 2 claws +0 melee and 2 rakes +0 melee
Full Attack: Bite +5 melee and 2 claws +0 melee and 2 rakes +0 melee
Damage: Bite 2d6+4, claw 1d4+2, rake 1d6+2
Special Attacks/Actions: Psionics
Abilities: Str 18, Dex 12, Con 12, Int 11, Wis 11, Cha 9
Special Qualities: -
Feats: Alertness (B); Improved Inertial Armor (B)
Skills: Climb +9, Hide +9, Listen +11, Move Silently +6, Spot +11, and Swim +12
Advancement: 3-4 HD (Medium-size), 5-6 HD (Large), or by class
Climate/Terrain: Temperate and warm aquatic and underground
Organization: Solitary, pair, or brood (3-5)
Treasure: Standard or none
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.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.