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Shrine Skelm

Creature 5 — humanoid, skelm

Pre-Remaster content. May include legacy alignment.

ShadeFlankerLANDhumanoidskelm

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; scent (imprecise) 30 feet
Languages aklo, common; telepathy 30 feet
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
Items Religious Symbol (Silver)
AC 22 Fort +13 Ref +12 Will +11 -1 to all saves vs. emotion effects
HP 80
Weaknesses cold-iron 5
Speed 25 feet

Offense

Melee Fist (agile, magical, unarmed) +15, Damage 2d4+7 bludgeoning plus Grab
Melee Antler (magical) +15, Damage 2d8+7 piercing plus Knockdown

Abilities

Telepathy 30 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
-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.

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.
Grab
Knockdown
Occult Innate Spells DC 22, attack +14
3rd Enthrall, Mind Reading (×3)
1st Command, Soothe

WORKS WELL WITH

AnvilLANDAn Anvil draws attention while the Shade infiltrates and flanks the backline.
CrasherLANDA Crasher provides the obvious physical threat while the Shade works undetected.
WeaverLANDThe Weaver's control effects set up easy Grab and Knockdown opportunities for the Shade.

PUNISHES

✖ spellcasting✖ poor positioning
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 3.

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