columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 3"
name: "Shrine Skelm"
level: "Creature 5"
alignment: ""
size: "Medium"
trait_01: [[evil]]
trait_02: [[humanoid]]
trait_03: [[lawful]]
trait_04: [[skelm]]
modifier: 11
perception:
- name: "Perception"
desc: "+11; Scent (Imprecise) 30 Feet"
languages: "Aklo, Common; telepathy 30 feet"
skills:
- name: "Skills"
desc: "Athletics: +12, Deception: +14, Intimidation: +14, Occultism: +11, Religion: +11, Stealth: +12, Thievery: +12"
abilityMods: [5, 3, 4, 4, 2, 5]
speed: 25 feet
sourcebook: "_Pathfinder Bestiary 3_"
ac: 22
armorclass:
- name: AC
desc: "22; __Fort__ +13, __Ref__ +12, __Will__ +11; -1 to all saves vs. emotion effects"
hp: 80
health:
- name: ""
- name: HP
desc: "80; __Weaknesses__ cold iron 5"
abilities_top:
- name: ""
- name: "Items"
desc: "[[Equipment/Religious Symbol (Silver)|Religious Symbol (Silver)]]"
- name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 30 feet]]"
desc: " (aura,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."
abilities_mid:
- name: ""
- name: "Seize Prayer"
desc: "`pf2:r` (concentrate,occult) **Trigger** A creature the shrine skelm can hear within 30 feet Casts a divine Spell with a verbal component\n* * *\n\n**Effect** The shrine skelm utters an incantation and attempts to counteract the triggering spell (counteract modifier +14, counteract rank 3rd).\n\nIf 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)."
attacks:
- name: ""
- name: "**Melee** `pf2:1` Fist"
desc: "+15 (agile, magical)\n__Damage__ 2d4 + 7 bludgeoning plus grab"
- name: "**Melee** `pf2:1` Antler"
desc: "+15 (magical)\n__Damage__ 2d8 + 7 piercing plus knockdown"
- name: "Occult Innate Spells"
desc: "DC 22, attack +14; __3rd __ _[[Spells/Command|Command]]_, _[[Spells/Enthrall|Enthrall]]_, _[[Spells/Mind Reading|Mind Reading (x3)]]_, _[[Spells/Soothe|Soothe]]_"
- name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
desc: "`pf2:1` (concentrate,occult,polymorph) 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.\n* * *\n\nThe 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 [[Actions/Impersonate|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."
- name: "[[Bestiary Ability Glossary/Grab|Grab]]"
desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
- name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
name: Shrine Skelm
creatures:
- 1: Shrine SkelmThe 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.