Monster Dossier

Palace Skelm

Palace Skelm is a fantasy monster entry from source B3.

Level 8

Traits

lemediumhumanoidskelm

Rules & statistics

Monster Profile

Perception

15

Senses

  • Type
    imprecise
    Name
    scent
    Range
    30

Languages

Languages
  • aklo
  • common
Abilities
  • tongues

Skills

Athletics
18
Deception
21
Diplomacy
17
Intimidation
17
Occultism
16
Society
16
Stealth
16
Thievery
16

Ability Mods

Str
6
Dex
4
Con
3
Int
4
Wis
3
Cha
5

Items

  • signet ring

Defenses

Ac
27
Saving Throws
Fort
17
Ref
16
Will
15
Hp
  • Hp
    155
Weaknesses
  • Amount
    10
    Name
    cold iron

Speed

Walk
25

Attacks

  • Range
    Melee
    Name
    fist
    Attack
    20
    Traits
    • agile
    • magical
    Effects
    • Grab
    Damage
    2d8+9 bludgeoning plus Grab
    Types
    • bludgeoning
  • Range
    Melee
    Name
    antler
    Attack
    20
    Traits
    • magical
    Effects
    • Knockdown
    Damage
    2d12+9 piercing plus Knockdown (page 305)
    Types
    • piercing

Spellcasting

  • Type
    Innate
    Tradition
    occult
    DC
    26
    Entry
    0
    Level
    5
    Spells
    • Name
      daze
    • Name
      message
    2
    Spells
    • Name
      invisibility
      Amount
      3
    4
    Spells
    • Name
      clairaudience
    • Name
      enthrall
    • Name
      outcast's curse
    • Name
      paranoia
      Amount
      at will
    • Name
      private sanctum
    • Name
      suggestion
    Constant
    5
    Spells
    • Name
      tongues

Abilities

Mid
  • Activity
    Number
    1
    Unit
    reaction
    Traits
    • auditory
    • illusion
    • linguistic
    • occult
    Trigger
    The skelm hears a creature speak within 30 feet
    Entries
    • The skelm sows paranoia by putting treacherous words on another's lips. The skelm whispers up to 12 words and attempts a Deception check against the Perception DC of a creature other than the triggering creature within 30 feet.
    • Type
      successDegree
      Entries
      Critical Success
      The target hears the skelm's words as if they were spoken by the triggering creature. This can alter linguistic effects. The skelm also casts paranoia or suggestion on the target, if he likes.
      Success
      As critical success, except the skelm can't cast paranoia or suggestion.
      Failure
      The target doesn't hear the skelm's words, and they have no effect.
      Critical Failure
      The target hears the skelm speak the words.
    Name
    Corrupt Speech
Bot
  • Activity
    Number
    1
    Unit
    action
    Traits
    • concentrate
    • occult
    • polymorph
    • transmutation
    Entries
    • 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 Strike||Strikes but might change the damage type his Strike||Strikes deal.
    Name
    Change Shape
  • Activity
    Number
    2
    Unit
    action
    Traits
    • emotion
    • enchantment
    • occult
    • mental
    Frequency
    Unit
    day
    Number
    1
    Entries
    • The skelm gives an impassioned speech calling for his followers to act upon their convictions. Each creature within 30 feet must attempt a 24 Will save.
    • Type
      successDegree
      Entries
      Critical Success
      The creature can immediately Strike an adjacent creature of its choosing.
      Success
      The creature is unaffected.
      Failure
      The creature immediately Strike||Strikes an adjacent creature; if multiple creatures are adjacent, the skelm chooses the target. If no creatures are adjacent, the creature is flat-footed and fascinated with the skelm until the start of its next turn.
    Name
    Incite Violence

Background

Lore

No lore provided.