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Shrine Skelm

Creature 5 — humanoid, skelm

Pre-Remaster content. May include legacy alignment.

The unquestioned authority that a priest wields, with influence over even the most intimate details of a congregation's lives, is the ultimate prize for a shrine skelm. Most shrine skelms insinuate themselves into positions of judgment in powerful religious groups to gain that power for their own use and abuse. Shrine skelms wear the old-fashioned, traditional apparel of whatever faith they've infiltrated, brandishing religious symbols made of precious metals to better blend in and give an impre

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +11
Skills athletics +12, deception +14, intimidation +14, occultism +11, religion +11, stealth +12, thievery +12
Str
+5
Dex
+3
Con
+4
Int
+4
Wis
+2
Cha
+5
AC 22 Fort +13 Ref +12 Will +11
HP 80
Weaknesses cold-iron 5
Speed 25 feet

Offense

Melee Fist +15, Damage 2d4+7 bludgeoning
Melee Antler +15, Damage 2d8+7 piercing

Abilities

Telepathy 30 feet (aura, magical) — Telepathy
-1 to All Saves vs. Emotion Effects
Seize Prayer (concentrate, occult) — If he successfully counteracts the spell, the skelm and the caster each take 1d8 mental damage per level of the triggering spell, and if the spell had one or more targets, the skelm learns its effect and can allow the spell's effects to continue with himself as the only target (any other effect is still counteracted).
Change Shape (concentrate, occult, polymorph) — The shrine 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
Grab — Grab
Knockdown — Knockdown

Spells

Enthrall (rank 3)
Mind Reading (rank 3)
Command (rank 1)
Soothe (rank 1)

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