Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
-2 to all saves vs. emotion effects
Ability
Change Shape
(concentrate, occult, polymorph, transmutation) The palace 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.
Ability
Corrupt Speech [Reaction]
Circumstance: Trigger: The skelm hears a creature speak within 30 feet;
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.
Ability
Critical Failure
The target hears the skelm speak the words.
Ability
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.
Ability
Failure
The target doesn't hear the skelm's words, and they have no effect.
Ability
Incite Violence
Frequency: once per day
Effect: The skelm gives an impassioned speech calling for his followers to act upon their convictions. Each creature within 30 feet must attempt a DC 24 Will save. Critical Success The creature can immediately Strike an adjacent creature of its choosing. Success The creature is unaffected. Failure The creature immediately 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.
Ability
Occult Innate Spells
DC 26; 4th clairaudience, enthrall, outcast's curse, paranoia (at will), private sanctum, suggestion; 2nd invisibility (×3); Cantrips (5th) daze, message; Constant (5th) tongues
Ability
Rituals
DC 26; 2nd inveigle
Ability
Success
As critical success, except the skelm can't cast paranoia or suggestion.
Offense
Melee
Circumstance: combat round (melee)
fist +20 [+16/+12] (agile, magical), Damage 2d8+9 bludgeoning plus Grab
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Skelm
These creatures are monstrous, wrathful misanthropes who seek to control others through anger and spite.
Item
signet ring
Language
Aklo
Common
tongues
Perception
scent (imprecise) 30 feet
Weakness
cold iron 10