← Bestiary index

Reaper of Reputation

Creature 20 (unique) — humanoid, unholy

ShadeFlankerLANDhumanoid

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; greater-darkvision, scent (imprecise) 30 feet
Languages common, diabolic; Truespeech
Skills acrobatics +35, athletics +34, deception +40, diplomacy +38, intimidation +38, Norgorber Lore +38, occultism +36, religion +36, society +36, Vyre Lore +38
Str
+6
Dex
+7
Con
+4
Int
+8
Wis
+7
Cha
+10
Items Rapier, Leather Armor, White Cleome's Eye, Ashes of the War God, Healing Potion (Greater) (2), Panacea (2)
AC 45 Fort +30 Ref +35 Will +37 +1 status vs. magical effects
HP 375
Immunities mental
Speed 25 feet

Offense

Melee Fist (agile, finesse, magical, unarmed) +35, Damage 4d4+16 bludgeoning plus Grab
Melee Antler (magical) +35, Damage 4d8+16 piercing plus Knockdown
Melee Rapier (deadly-d8, disarm, finesse, magical) +37, Damage 3d6+16 piercing plus 1d6 spirit plus 1d6 bleed

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.
+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.
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.
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 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
Knockdown
Occult Innate Spells DC 41, attack +33
10th Fabricated Truth
8th Disappearance
7th Duplicate Foe
6th Spirit Blast
5th Subconscious Suggestion (At Will), Truespeech (Constant)

WORKS WELL WITH

CrasherLANDA crasher exploits the chaos from reputation manipulation to deal raw damage while enemies are disoriented.
AnvilLANDAn anvil protects the reaper while it sets up social deceptions, buying time for debuffs to land.
SniperLANDA sniper eliminates targets that the reaper isolates through social manipulation and sneak attacks.

PUNISHES

✖ low Will✖ mental✖ clumping✖ social reliance
Works well with · Punishes · Pairing advice Unlock with Tactics

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. Source book: Pathfinder #206: Bring the House Down.

This stat block is Remaster content, used under the ORC License. Reserved Material and Product Identity remain the property of Paizo Inc.

Full licenses · Privacy · Terms · Walkthrough

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

Open in PathfinderGM →