CREATURE 3
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
HP 55; Weaknesses cold iron 3
Speed 25 feet
Melee fist +12 (agile, magical), Damage 1d6+6 bludgeoning plus Grab
Melee antler +12 (magical), Damage 1d10+6 piercing plus Knockdown (page 305)
Melee staff +13 (two-handed d8), Damage 1d4+7 bludgeoning
Ranged rock +9 (range increment 20 feet), Damage 1d6+6 bludgeoning
Change Shape (concentrate, occult, polymorph, transmutation) The street skelm can take on the appearance of any Medium male humanoid (page 304). This doesn't change his Speed or his attack and damage bonuses with his Strikes but might change the damage type his Strikes deal.
Frightening Rant (auditory, concentrate, emotion, enchantment, fear, linguistic, mental, occult) The skelm rants angrily, filling nearby creatures with shame, fear, and anger. Each creature within 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 flat-footed 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.
Bestiary 3, page 238.
Open Street Skelm in the interactive creatures list or browse all creatures starting with S.