Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
-1 to all saves vs. emotion effects
Ability
Change Shape
(concentrate, occult, polymorph, transmutation) The shrine 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
Occult Innate Spells
DC 22; 3rd command, enthrall, mind reading (×3), soothe
Ability
Seize Prayer [Reaction]
Circumstance: Trigger: A creature the shrine skelm can hear within 30 feet Cast
The shrine skelm utters an incantation and attempts to counteract the triggering spell (counteract modifier +14, counteract level 3rd). If he successfully counteracts the spell, the skelm and the caster each take 1d8 mental damage per level of the triggering spell, and if the spell had one or more targets, the skelm learns its effect and can allow the spell's effects to continue with himself as the only target (any other effect is still counteracted).
Offense
Melee
Circumstance: combat round (melee)
fist +15 [+11/+7] (agile, magical), Damage 2d4+7 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
silver religious symbol
Language
Aklo
Common
telepathy 30 feet
Perception
scent (imprecise) 30 feet
Weakness
cold iron 5