Palace Skelm
Creature 8 — humanoid, skelm
Pre-Remaster content. May include legacy alignment.
Skelms crave power, and the palace skelms who stalk the halls where such power concentrates are among the most dangerous of their kind. They assume titles that allow them maximum freedom to punish or hurt others with minimal oversight: any vindictive guard captain, tyrannical viceroy, or needlessly cruel magistrate could be or become a palace skelm. They delight in the wealth and status of their positions, garbing themselves in ornate finery that reflects their station. Palace skelms ingratiate
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +15
Skills athletics +18, deception +21, diplomacy +17, intimidation +17, occultism +16, society +16, stealth +16, thievery +16
Str
+6
Dex
+4
Con
+3
Int
+4
Wis
+3
Cha
+5
AC 27
Fort +17
Ref +16
Will +15
HP 155
Weaknesses cold-iron 10
Speed 25 feet
Offense
Melee Fist +20, Damage 2d8+9 bludgeoning
Melee Antler +20, Damage 2d12+9 piercing
Abilities
Constant Spells — Constant Spells
-2 to All Saves vs. Emotion Effects —
Corrupt Speech (auditory, illusion, linguistic, occult) — **Critical Success** The target hears the skelm's words as if they were spoken by the triggering creature. This can alter linguistic effects. The skelm also casts Paranoia or Suggestion on the target, if he likes.
**Success** As critical success, except the skelm can't cast paranoia or suggestion .
**Failure** The target doesn't hear the skelm's words, and they have no effect.
**Critical Failure** The target hears the skelm speak the words.
Change Shape (concentrate, occult, polymorph) — The palace skelm can take on the appearance of any Medium male humanoid. This doesn't change his Speed or his attack and damage bonuses with his Strikes but might change the damage type his Strikes deal.
Change Shape
Incite Violence (emotion, mental, occult) — Frequency once per day
Effect The skelm gives an impassioned speech calling for his followers to act upon their convictions. Each creature within 30-foot emanation{30 feet} must attempt a DC 24 Will save.
**Critical Success** The creature can immediately Strike an adjacent creature of its choosing.
**Success** The creature is unaffected.
**Failure** The creature immediately Strikes an adjacent creature; if multiple creatures are adjacent, the skelm chooses the target. If no creatures are adjacent, the creature is Off-Guard and Fascinated with the skelm until the start of its next turn.
Grab — Grab
Knockdown — Knockdown
Spells
Tongues (Constant) (rank 5)
Outcast's Curse (rank 4)
Private Sanctum (rank 4)
Suggestion (rank 4)
Clairaudience (rank 3)
Enthrall (rank 3)
Inveigle (rank 2)
Invisibility (rank 2)
Paranoia (At Will) (rank 2)
Daze (rank 1)
Message (rank 1)
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