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MonstersHumanoid

Palace Skelm

This fiend eavesdrops on conversations to slip in false words, framing an innocent speaker for threats a third party swears they heard.

commonHumanoidSkelm

A palace skelm is a courtly fiend that thrives on intrigue, poisoning trust with a whispered word and turning allies against one another before a blow is ever struck.

In play

Corrupt Speech [Reaction] (auditory, illusion, linguistic, occult) 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.

Level 8

Perception +15 · Senses scent (imprecise) 30 feet · Languages Aklo, Common; _tongues_ · Skills Athletics +18, Deception +21, Diplomacy +17, Intimidation +17, Occultism +16, Society +16, Stealth +16, Thievery +16

STRDEXCONINTWISCHA
+6+4+3+4+3+5
ACFortRefWill
27+17+16+15

HP 155 · Weaknesses cold iron 10

Speed 25 feet

Actions

  • Melee Fist [Single Action] +20 (Agile, Magical), Damage 2d8+9 bludgeoning plus
  • Melee Antler [Single Action] +20 (Magical), Damage 2d12+9 piercing plus