← Bestiary index

Reaper of Reputation

Creature 20 (unique) — humanoid, unholy

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: curtain-call-bestiary

Perception +37
Skills acrobatics +35, athletics +34, deception +40, diplomacy +38, intimidation +38, occultism +36, religion +36, society +36
Str
+6
Dex
+7
Con
+4
Int
+8
Wis
+7
Cha
+10
AC 45 Fort +30 Ref +35 Will +37
HP 375
Immunities mental
Speed 25 feet

Offense

Melee Fist +35, Damage 4d4+16 bludgeoning
Melee Antler +35, Damage 4d8+16 piercing
Melee Rapier +37, Damage 3d6+16 piercing plus 1d6 spirit plus 1d6 bleed

Abilities

Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic
Corrupt Speech (auditory, illusion, linguistic, occult) — **Critical Success** The target hears the Reaper's words as if they were spoken by the triggering creature. This can alter linguistic effects. The Reaper casts subconscious suggestion on the target as part of the reaction. **Success** As critical success, except the Reaper can't cast subconscious suggestion. **Failure** The target doesn't hear the Reaper's words, and they have no effect. **Critical Failure** The target hears the Reaper speak the words.
Change Shape (concentrate, occult, polymorph) — The Reaper of Reputations can take on the appearance of any Small or Medium humanoid. This doesn't change his Speed or his attack and damage bonuses with his rapier or fist Strikes, but does prevent him from using his antlers Strike. The Reaper can Change Shape to Impersonate specific individuals. Change Shape
Reap Reputation (auditory, emotion, linguistic, mental, occult) — The Reaper of Reputation makes a compelling and devastating speech in a language of his choice. Any number creatures chosen by the Reaper who are within 30-foot type:emanation{30 feet} who can understand this speech feel their own reputations twisting as a mix of fear and paranoia take hold. Each creature in the area must attempt a DC 42 Will save. The Reaper of Reputation can't Reap Reputation again for 1d4 rounds. **Critical Success** The creature is unaffected. **Success** The creature takes 10d6 mental damage. **Failure** The creature becomes Confused for 1 minute. Once the confusion effect ends, the mental anguish and memories of what they did while they were confused cause them to take 10d6 mental damage. **Critical Failure** As failure, but 20d6 mental plus 1d6 persistent mental{20d6 mental damage and 1d6 persistent mental damage}.
Sneak Attack — The Reaper of Reputation deals 3d6 extra precision damage to creatures who are Off-Guard
Grab — Grab
Knockdown — Knockdown

Spells

Fabricated Truth (rank 10)
Disappearance (rank 8)
Collective Memories (rank 7)
Duplicate Foe (rank 7)
Spirit Blast (rank 6)
Planar Servitor (rank 5)
Subconscious Suggestion (At Will) (rank 5)
Truespeech (Constant) (rank 5)
Geas (rank 3)

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0.

Stat blocks are used under either the ORC License (Remaster content) or the Open Game License 1.0a (pre-Remaster content), depending on the source book. See our licenses page for the full attribution and the OGL Section 15 copyright notice.

Full licenses · Privacy · Terms

Run Reaper of Reputation in the encounter builder — free, no install.

Open in PathfinderGM →