Elite Palace Skelm (PFS 4-11)

Level 9
Creature· evilUncommonMediumLegacy
AC
25
HP
135
Speed
25 ft.
Perception
+17
Fort
+15
Ref
+14
Will
+13
Weaknesses cold-iron 10
Languages aklo, common
Senses scent 30 ft. (imprecise)
Skills deception +23, athletics +20, diplomacy +19, intimidation +19, occultism +18, society +18, stealth +18, thievery +18
Recall Knowledge DC 28 (society)

Attacks

Melee Fist +22 (agile, magical, unarmed), Damage 2d8 + 11 bludgeoning
Melee Antler +22 (magical), Damage 2d12 + 11 piercing

Abilities

Constant Spellsinteraction
-2 to All Saves vs. Emotion Effects
Corrupt Speech

Trigger The skelm hears a creature speak within 30 feet


Effect 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.


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

Change Shape

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.


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-foot area must attempt a DC 26 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 c

Grab
Knockdown

Skelms crave power, and the palace skelms who stalk the halls where such power concentrates are among the most dangerous of their kind. They assume titles that allow them maximum freedom to punish or hurt others with minimal oversight: any vindictive guard captain, tyrannical viceroy, or needlessly cruel magistrate could be or become a palace skelm. They delight in the wealth and status of their positions, garbing themselves in ornate finery that reflects their station.

Palace skelms ingratiate themselves with powerful individuals and gather followers by stoking fears of losing long-held or hard-earned power-especially power gained through illicit means. They undermine their enemies by encouraging competition, jealousy, and outright paranoia by way of magic and false messages. These skelms possess an unnatural ability to twist spoken words and worm their manipulative magic into others' speech, sowing confusion and hatred that might explode into violence.

A political upheaval is a palace skelm's greatest fear and opportunity alike, upsetting the balance of power he has built but providing countless new opportunities to sow hatred and evil. This conflicting goal leads palace skelms to self-sabotage and undermine their own efforts more than any other skelm.


Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy.

An existing skelm can transform any evil humanoid who's overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge.

Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they're more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don't offer healthy ways to experience and process anger.