Page 255 - ghosts-of-saltmarsh
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SKELETAL SWARM
This swarm of bones found rising out of the sand in Isle
of the Abbey is made from the remains of several ani-
mated skeletons. A skeletal swarm alternates its appear-
ance between partially formed humanoid shapes and a
chaotic, swirling mass.
SKUM
Several poor souls around the Styes have succumbed
to an aboleth's magic through its disease-bearing touch. ~
...,
Transformed into creatures called skum. they barely ( \
resemble their past forms. their skin turning slimy and ....., •~---
translucent while their limbs warp to resemble those
of deep-sea oddities. The change makes them depen-
dent on water, which they must immerse themselves in
regularly lest they experience painful- and potentially SKUM
lethal- skin eruptions. Skum are bound to their aboleth Medium aberration. lawful evil
master not just by their cursed state, but by a psychic
bond that compels them to serve its every sinister whim. Armor Class 14 (natural armor)
Hit Points 93 (lld8 + 44)
Speed 20 ft., swim 40 ft.
SKELETAL SWARM
Lorge swarm of Medium undead, lawful evil STR DEX CON INT WIS CHA
19 (+4) 11 (+O) 18 (+4) 7 (-1) 12 (+1) 9 (-1)
Armor Class 13 (armor scraps)
Hit Points 60 (8dl0 + 16) Skills Perception +4
Speed 30 ft. Damage Resistances psychic
Senses darkvision 120 ft., passive Perception 14
STR DEX CON INT WIS CHA Languages Common, Deep Speech. telepathy 60 ft.
12 (+l) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Challenge 5 (1,800 XP)
Damage Vulnerabilities bludgeoning Abo/ethic Vassal. The skum is permanently charmed by its abo-
Damage Resistances slashing. piercing leth master.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, Amphibious. The skum can breathe air and water.
paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 9 Psychic Conditioning. The skum is immune to the frightened
Languages - and charmed conditions unless they are from effects created by
Challenge 2 (450 XP) an aboleth.
Water Dependency. The skum takes 6 (1dl2) acid damage every
Deafening Clatter. Creatures are deafened while in the 10 minutes 1t goes without exposure to water.
swarm's space.
Swarm. The swarm can occupy another creature's space and ACTIONS
vice versa, and the swarm can move through any opening large Multiattack. The skum makes three attacks: two with its trident
enough for a Small humanoid. The swarm can't regain hit and one with its Mind-Breaking Touch.
points or gain temporary hit points. Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (ld6 + 4) piercing damage.
ACTIONS
Slash. Melee Weapon Attack: +4 to hit, reach 0 ft., one target Mind-Breaking Touch. Melee Weapon Attack: +7 to hit, reach
in the swarm's space. Hit: 11 (2d8 + 2) slashing damage, or 5 ft., one target. Hit: 18 (4d8) psychic damage, and the target
6 (ld8 + 2) slashing damage ifthe swarm has halfofits hit has disadvantage on Wisdom saving throws until the end of the
points or fewer. skum's next turn.
APl'ENUlX ( MONSTfl{<; \NI) Nl'f~

