Shrine SkelmCreature 5
Source Pathfinder Bestiary 3
Perception +11 (scent (imprecise) 30 feet)
Languages Aklo, Common, Telepathy 30 Feet
Skills Athletics +12, Deception +14, Intimidation +14, Occultism +11, Religion +11, Stealth +12, Thievery +12
Str +5, Dex +3, Con +4, Int +4, Wis +2, Cha +5
AC 22; Fort +13; Reflex +12; Will +11; -1 to all saves vs. emotion effects
HP 80
Speed 25 feet
Weaknesses Coldiron 5
Fist +15 (+11, +7) to hit (agile, magical) 2d4+7 Bludgeoning
Antler +15 (+10, +5) to hit (magical) 2d8+7 Piercing
Scent (Imprecise) 30 feet
Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Telepathy 30 feet (aura, divination, magical)A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
-1 to All Saves vs. Emotion EffectsSeize Prayer (abjuration, concentrate, occult)Trigger A creature the shrine skelm can hear within 30 feet Casts a divine Spell with a verbal component
Effect 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).
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.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
KnockdownRequirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.
Effect The monster knocks the target Prone.
Occult Innate Spells (DC 22, +14 to hit)
1st Level: Command, Soothe
3rd Level: Enthrall, Mind Reading
The unquestioned authority that a priest wields, with influence over even the most intimate details of a congregation's lives, is the ultimate prize for a shrine skelm. Most shrine skelms insinuate themselves into positions of judgment in powerful religious groups to gain that power for their own use and abuse. Shrine skelms wear the old-fashioned, traditional apparel of whatever faith they've infiltrated, brandishing religious symbols made of precious metals to better blend in and give an impression of age and power.
No matter what religion they infiltrate, a shrine skelm is a master at taking established teachings out of context to justify elaborate, painful, and often humiliating punishments for his victims. He usually targets people with the audacity to question his position or teachings, but also relentlessly harasses anyone he envies.
Shrine skelms are skilled listeners, especially in settings like group prayers where they can learn worshippers' fears or hopes. They exploit whatever information they learn for their own prestige and power, but they also watch for jealousy and the seeds of rage that could be nurtured to make a new skelm. They can even intercept sincere prayers and steal their effects for themselves, and they command several spells to manipulate and control their unwitting, vulnerable victims.
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.