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Skum Infiltrator

One of the unluckiest humanoids was charmed by an Aboleth and made into a slave. Skum Infiltrators live a cursed existence at the beck and call of their insidious masters. They have many of the attributes of an Aboleth and the body of a humanoid.

Skum Infiltrator illustration

Brainwashed and Experimented on

Every Skum Infiltrator started as an unfortunate humanoid that was defeated by an Aboleth and then charmed by them. Over years of applied mind altering effects and Aboloth slime changes the humanoid into a Skum. Skum Infiltrators are the best of the Skum batch. They are taken and experimented on further to regain their humanoid form and some semblance of individuality so they can act with constant guidance.

Thin Venier of Humanity

Skum Infiltrators used to be Skum, pale humanoids with one eye and five tentacle legs, but were refined to return to a humanoid form. They can act like, think like, and look like a humanoid of their old race but they are an abomination. It can be seen when they enter water or are killed when their skin becomes transparent and one can see their pale, alien flesh within that has been carved and hacked into a humanoid shape.

Permanently Enslaved

All Aboleths have sway over the mind of the Skum and Skum Infiltrators. It is always at the back of their minds, whispering madness, goading them to bloodlust. The specific master of the Skum Infiltator has a permanent charm effect on their thrall that cannot be severed unless their slave is reincarnated or a Wish spell is used to sever the connection or the Aboleth is killed. In this state they are only beholden to that Aboleth and their mind is shielded.

Traits

ASI: +2 STR, +1 CON
Size: Medium
Speed: 20 ft, 40 ft Swim
Age: Skum remain the age they were turned by their Aboleth master and usually last an additional 30 years.
Alignment: Lawful Evil
Languages: Deep Speech, Undercommon

Superior Darkvision

120 ft

Amphibious

You can breathe air and water.

Water Dependency

You take 1D8 Acid damage every hour you go without being in contact with water once you have been out of water for longer than six hours.

Water Reveals All

When you are covered in water for more than one minute, your disguise becomes transparent and your true form can be seen. Once you are completely dry your skin will become opaque again usually after 10 minutes of being out of water.

Abolethic Vessel

You are permanently Charmed by your Aboloth master. You cannot be Charmed or Frightened by any source but your master. Roll 1D6 to determine the nature of the mission of your master. 1- Gather allies and bring them to your master after gaining their trust. 2- Your master is wounded and requires strong aid to heal and fight the force that injured them. 3- Go far and gather knowledge, nothing is too insignificant. 4- Scout the land and determine threats that are worthy of your master’s attention. 5- Find and defeat a Mind Flayer colony that is disrupting your master’s peace. 6- Your master has no need of you and has left you to pursue a way to free your mind as a gift for your service.

Resistance

Psychic

Mind Breaking Touch

Once per long or short rest you can imbue an unarmed strike with a psychic power that deals an additional 1D6 Psychic damage and gives the target disadvantage on WIS saving throws until the end of their next turn.