Soul Skelm
Creature 10 (uncommon) — fiend, humanoid, skelm, unholy
Pre-Remaster content. May include legacy alignment.
Soul skelms arise not from mortal men but from other skelms, as their long-held wrath slowly twists them and replaces lingering fragments of their mortality with even more fiendish aspects. These skelms bully and exploit the souls of the dead, binding souls and undead to keep themselves indefinitely young. They bully living victims as well, stoking regret and shame even from inconsequential minutiae or outright fabrications until these feelings become unbreakable ties that the skelm can leverage
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +19
Skills athletics +22, deception +21, occultism +19, society +19, stealth +17
Str
+6
Dex
+3
Con
+5
Int
+3
Wis
+5
Cha
+7
AC 29
Fort +19
Ref +17
Will +21
HP 170
Immunities possession
Weaknesses cold-iron 10
Speed 30 feet
Offense
Melee Fist +22, Damage 2d8+12 bludgeoning
Melee Antler +22, Damage 2d12+12 piercing
Melee Spiked Chain +23, Damage 2d8+12 slashing
Abilities
-2 to All Saves vs. Emotion Effects —
Bully the Departed (auditory, emotion, mental, occult, unholy) — The skelm draws upon the spirit of one of his deceased victims, tormenting their soul beyond the grave. Until the end of his next turn, the soul skelm gains regeneration 15 (deactivated by force or good), and he deals an extra 1d8 spirit damage on his Strikes.
Change Shape (concentrate, occult, polymorph) — The soul 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
Isolating Lash (illusion, occult) — The soul skelm makes a melee Strike trailing a wave of shadowy illusions. The skelm is Off-Guard until the start of his next turn. If the Strike is successful, the skelm increases the number of damage dice by one, and the target must attempt a DC 29 Will save.
On a failure, the target becomes Invisible, inaudible, and otherwise imperceptible to its allies for 4 rounds, and it likewise can't see, hear, or otherwise perceive those allies.
Regardless of the outcome, the creature is temporarily immune to Isolating Lash for 24 hours.
Grab — Grab
Knockdown — Knockdown
Spells
Plane Shift (Self Only) (Astral or Material Plane Only) (rank 7)
Mind Probe (rank 5)
Dimension Door (At Will) (rank 4)
Modify Memory (rank 4)
Illusory Creature (rank 2)
Invisibility (At Will) (rank 2)
Silence (At Will) (rank 2)
Harm (rank 1)
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