Palace Skelm
Creature 8 — humanoid, skelm
Pre-Remaster content. May include legacy alignment.
WeaverShadeLANDskelm
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; scent (imprecise) 30 feet
Languages aklo, common; tongues
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
Items Signet Ring
AC 27
Fort +17
Ref +16
Will +15
-2 to all saves vs. emotion effects
HP 155
Weaknesses cold-iron 10
Speed 25 feet
Offense
Melee Fist (agile, magical, unarmed) +20, Damage 2d8+9 bludgeoning plus Grab
Melee Antler (magical) +20, Damage 2d12+9 piercing plus Knockdown
Abilities
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
-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.
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.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
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.
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 —
Knockdown —
Occult Innate Spells DC 26, attack +18
5th Tongues (Constant)
4th Outcast's Curse, Private Sanctum, Suggestion
3rd Clairaudience, Enthrall
2nd Invisibility (×3), Paranoia (At Will)
Cantrips (5th) Daze, Message
WORKS WELL WITH
AnvilLANDA durable frontliner pins enemies inside the weaver's Incite Violence emanation while the skelm manipulates from safety.
CrasherLANDThe chaos a crasher creates gives the weaver cover to deploy social manipulation and corrupt speech effects.
FlankerLANDA mobile skirmisher forces enemies into poor positioning that the weaver exploits with area-based Will-targeting abilities.
PUNISHES
✖ low Will✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
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