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Street Skelm

Creature 3 — humanoid, skelm

Pre-Remaster content. May include legacy alignment.

AnvilWeaverLAND

Street skelms abuse the deference given to elders and the well-to-do in public spaces, appearing as such so they can verbally or physically punish those who dare defy their cruel sensibilities. To excuse his actions or gather allies, a street skelm might rant about a target, building a pretense of some vague threat the target poses to the community's social order. These rantings can rally a mob to carry out the skelm's violence against his target, some of whom even act out of fear against becomi

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

Perception +8; scent (imprecise) 30 feet
Languages aklo, common
Skills athletics +9, deception +9, intimidation +11, occultism +8, stealth +9
Str
+4
Dex
+2
Con
+3
Int
+3
Wis
+1
Cha
+4
Items Staff
AC 18 Fort +10 Ref +9 Will +8 -1 to all saves vs. emotion effects
HP 55
Weaknesses cold-iron 3
Speed 25 feet

Offense

Melee Fist (agile, magical, unarmed) +12, Damage 1d6+6 bludgeoning plus Grab
Melee Antler (magical) +12, Damage 1d10+6 piercing plus Knockdown
Melee Staff (two-hand-d8) +13, Damage 1d4+7 bludgeoning
Ranged Rock +9, range increment 20 feet, Damage 1d6+6 bludgeoning

Abilities

-1 to All Saves vs. Emotion Effects
Attack of Opportunity
Change Shape (concentrate, occult, polymorph) — The street 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.
Frightening Rant (auditory, concentrate, emotion, fear, linguistic, mental, occult) — The skelm rants angrily, filling nearby creatures with shame, fear, and anger. Each creature within 30-foot emanation{30 feet} must succeed at a DC 20 Will save or become Frightened 1 (Frightened 2 on a critical failure).

While frightened by this rant, creatures take a -2 status penalty to Strength-based damage rolls against the skelm, but gain a +2 status bonus to those rolls against other creatures.
Punishing Strike — The skelm unleashes his constant rage in a reckless attack that makes him Off-Guard until the start of his next turn.

He Strikes; if he hits, he increases the number of damage dice by one and adds Push to the effect. This counts as two attacks for his multiple attack penalty.
Grab
Knockdown

WORKS WELL WITH

FlankerLANDFlanker capitalizes on off-guard targets created by the street skelm's Grab and Knockdown to deliver precision strikes from advantageous angles.
CrasherLANDCrasher delivers finishing damage to frightened and grabbed enemies while the street skelm controls the engagement with AoO and Knockdown.

PUNISHES

✖ clumping✖ moving
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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