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Street SkelmCreature 3


LEMediumHumanoidSkelm
Source Pathfinder Bestiary 3
Perception +8 (scent (imprecise) 30 feet)
Languages Aklo, Common
Skills Athletics +9, Deception +9, Intimidation +11, Occultism +8, Stealth +9
Str +4, Dex +2, Con +3, Int +3, Wis +1, Cha +4

AC 18; Fort +10; Reflex +9; Will +8; -1 to all saves vs. emotion effects
HP 55
Speed 25 feet
Weaknesses Coldiron 3

Fist One Action +12 (+8, +4) to hit (agile, magical) 1d6+6 Bludgeoning
Antler One Action +12 (+7, +2) to hit (magical) 1d10+6 Piercing
Staff One Action +13 (+8, +3) to hit (two hand d8) 1d4+7 Bludgeoning
Rock One Action +9 (+4, -1) to hit (range increment 20) 1d6+6 Bludgeoning

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.

-1 to All Saves vs. Emotion EffectsAttack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Change Shape One Action (concentrate, occult, polymorph, transmutation)

The street 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.

Frightening Rant One Action (auditory, concentrate, emotion, enchantment, fear, linguistic, mental, occult)

The skelm rants angrily, filling nearby creatures with shame, fear, and anger. Each creature within 30 feet must succeed at a DC 20 will save or become Frightened 1 (Frightened 2 on a critical failure).

While frightened by this rant, creatures take a -2 status penalty to Strength-based damage rolls against the skelm, but gain a +2 status bonus to those rolls against other creatures.

Punishing Strike One Action

The skelm unleashes his constant rage in a reckless attack that makes him Flat-Footed until the start of his next turn.

He Strikes; if he hits, he increases the number of damage dice by one and adds Push to the effect. This counts as two attacks for his multiple attack penalty.

Grab One Action

Requirements 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.

Knockdown One Action

Requirements 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.


Street skelms abuse the deference given to elders and the well-to-do in public spaces, appearing as such so they can verbally or physically punish those who dare defy their cruel sensibilities. To excuse his actions or gather allies, a street skelm might rant about a target, building a pretense of some vague threat the target poses to the community's social order. These rantings can rally a mob to carry out the skelm's violence against his target, some of whom even act out of fear against becoming the skelm's next target. Street skelms have little of the magical talents possessed by their more powerful peers, mostly relying on brute force.

Street skelms typically dress in old-fashioned styles, always including a hat or hood that can cover their distinctive features. They often walk with a cane, walking staff, or other prop suitable for bludgeoning those who offend their delicate egos or challenge their tenuous sense of control.


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

Common

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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.