Monster Dossier

Soul Skelm

Soul Skelm is a fantasy monster entry from source B3.

Level 10

Traits

uncommonlemediumfiendhumanoidskelm

Rules & statistics

Monster Profile

Perception

19

Senses

  • Name
    darkvision
  • Type
    imprecise
    Name
    scent
    Range
    30

Languages

Languages
  • aklo
  • common

Skills

Athletics
22
Deception
21
Occultism
19
Society
19
Stealth
17

Ability Mods

Str
6
Dex
3
Con
5
Int
3
Wis
5
Cha
7

Items

  • +1 striking ghost touch spiked chain

Defenses

Ac
29
Saving Throws
Fort
19
Ref
17
Will
21
Hp
  • Hp
    170
Immunities
  • possession

Speed

Walk
30

Attacks

  • Range
    Melee
    Name
    fist
    Attack
    22
    Traits
    • agile
    • evil
    • magical
    Effects
    • Grab
    Damage
    2d8+12 bludgeoning plus Grab
    Types
    • bludgeoning
  • Range
    Melee
    Name
    antler
    Attack
    22
    Traits
    • evil
    • magical
    Effects
    • Knockdown
    Damage
    2d12+12 piercing plus Knockdown (page 305)
    Types
    • piercing
  • Range
    Melee
    Name
    spiked chain
    Attack
    23
    Traits
    • disarm
    • evil
    • magical
    • trip
    Damage
    2d8+12 slashing plus Knockdown
    Types
    • slashing

Spellcasting

  • Type
    Innate
    Tradition
    occult
    DC
    29
    Entry
    2
    Spells
    • Name
      invisibility
      Amount
      at will
    • Name
      silence
      Amount
      at will
    4
    Spells
    • Name
      dimension door
      Amount
      at will
    5
    Spells
    • Name
      harm
    • Name
      illusory creature
    • Name
      mind probe
    • Name
      modify memory
    7
    Spells
    • Name
      plane shift
      Notes
      • self only
      • Astral or Material Plane only

Abilities

  • Activity
    Number
    1
    Unit
    action
    Traits
    • auditory
    • emotion
    • mental
    • occult
    • enchantment
    Entries
    • 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; page 306), and he deals an extra 1d8 evil damage on his Strike||Strikes.
    Name
    Bully the Departed
  • 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
    • illusion
    • occult
    Entries
    • The soul skelm makes a melee Strike trailing a wave of shadowy illusions. The skelm is flat-footed 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 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.
    Name
    Isolating Lash

Background

Lore

No lore provided.