スケルム Skelm
出典 Bestiary 3 238ページ
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.
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.
シュライン・スケルム Shrine Skelm
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.
“知識の想起”――人型生物(〈社会〉) : DC 20
一般的な知識 : DC 18
専門知識 : DC 15
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.
“知識の想起”――人型生物(〈社会〉) : DC 20
一般的な知識 : DC 18
専門知識 : DC 15
シュライン・スケルム Shrine Skelm クリーチャー5
LE 中型 スケルム 人型生物
出典 Bestiary 3 239ページ
知覚+11;鋭敏嗅覚(不明瞭)30フィート
言語 アクロ語、共通語;テレパシー30フィート
技能 〈威圧〉+14、〈運動〉+12、〈隠密〉+12、〈宗教〉+11、〈伝承学〉+11、〈盗賊〉+12、〈ペテン〉+14
【筋】+5、【敏】+3、【耐】+4、【知】+4、【判】+2、【魅】+5
アイテム 銀製の宗教印
知覚+11;鋭敏嗅覚(不明瞭)30フィート
言語 アクロ語、共通語;テレパシー30フィート
技能 〈威圧〉+14、〈運動〉+12、〈隠密〉+12、〈宗教〉+11、〈伝承学〉+11、〈盗賊〉+12、〈ペテン〉+14
【筋】+5、【敏】+3、【耐】+4、【知】+4、【判】+2、【魅】+5
アイテム 銀製の宗教印
AC 22;頑健+13、反応+12、意志+11;感情効果に対するすべてのセーヴに-1
HP 80;弱点 冷たい鉄 5
Seize Prayer/Seize Prayer [reaction] (防御術、精神集中、伝承) トリガー A creature the shrine skelm can hear within 30フィート Casts a divineSpell with a verbal component; 効果 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).
HP 80;弱点 冷たい鉄 5
Seize Prayer/Seize Prayer [reaction] (防御術、精神集中、伝承) トリガー A creature the shrine skelm can hear within 30フィート Casts a divineSpell with a verbal component; 効果 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).
移動速度 25フィート
近接 [one-action] 拳 +15[+11/+7](機敏、魔法)、ダメージ 2d4+7[殴打]、加えてつかみ
近接 [one-action] antler +15[+10/+5](魔法)、ダメージ 2d8+7[刺突]、加えて打ち倒し
伝承生得呪文 DC 22;3レベル エンスロール、コマンド、スーズ、マインド・リーディング(×3)
変身 [one-action] (精神集中、伝承、完全変身、変成術) 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.
近接 [one-action] 拳 +15[+11/+7](機敏、魔法)、ダメージ 2d4+7[殴打]、加えてつかみ
近接 [one-action] antler +15[+10/+5](魔法)、ダメージ 2d8+7[刺突]、加えて打ち倒し
伝承生得呪文 DC 22;3レベル エンスロール、コマンド、スーズ、マインド・リーディング(×3)
変身 [one-action] (精神集中、伝承、完全変身、変成術) 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.
ストリート・スケルム Street Skelm
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.
“知識の想起”――人型生物(〈社会〉) : DC 18
一般的な知識 : DC 16
専門知識 : DC 13
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.
“知識の想起”――人型生物(〈社会〉) : DC 18
一般的な知識 : DC 16
専門知識 : DC 13
ストリート・スケルム Street Skelm クリーチャー3
LE 中型 スケルム 人型生物
出典 Bestiary 3 238ページ
知覚+8;鋭敏嗅覚(不明瞭)30フィート
言語 アクロ語、共通語
技能 〈威圧〉+11、〈運動〉+9、〈隠密〉+9、〈伝承学〉+8、〈ペテン〉+9
【筋】+4、【敏】+2、【耐】+3、【知】+3、【判】+1、【魅】+4
アイテム スタッフ
知覚+8;鋭敏嗅覚(不明瞭)30フィート
言語 アクロ語、共通語
技能 〈威圧〉+11、〈運動〉+9、〈隠密〉+9、〈伝承学〉+8、〈ペテン〉+9
【筋】+4、【敏】+2、【耐】+3、【知】+3、【判】+1、【魅】+4
アイテム スタッフ
移動速度 25フィート
近接 [one-action] 拳 +12[+8/+4](機敏、魔法)、ダメージ 1d6+6[殴打]、加えてつかみ
近接 [one-action] antler +12[+7/+2](魔法)、ダメージ 1d10+6[刺突]、加えて打ち倒し
近接 [one-action] スタッフ +13[+8/+3](両手兼用:d8)、ダメージ 1d4+7[殴打]
遠隔 [one-action] 岩 +9[+4/-1](射程単位20フィート)、ダメージ 1d6+6[殴打]
変身 [one-action] (精神集中、伝承、完全変身、変成術) 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.
Frightening Rant/Frightening Rant [one-action] (聴覚、精神集中、感情、心術、恐怖、言語、精神、伝承) The skelm rants angrily, filling nearby creatures with shame, fear, and anger. Each creature within 30フィート 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/Punishing Strike [one-action] The skelm unleashes his constant rage in a reckless attack that makes him flat-footeduntil 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.
近接 [one-action] 拳 +12[+8/+4](機敏、魔法)、ダメージ 1d6+6[殴打]、加えてつかみ
近接 [one-action] antler +12[+7/+2](魔法)、ダメージ 1d10+6[刺突]、加えて打ち倒し
近接 [one-action] スタッフ +13[+8/+3](両手兼用:d8)、ダメージ 1d4+7[殴打]
遠隔 [one-action] 岩 +9[+4/-1](射程単位20フィート)、ダメージ 1d6+6[殴打]
変身 [one-action] (精神集中、伝承、完全変身、変成術) 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.
Frightening Rant/Frightening Rant [one-action] (聴覚、精神集中、感情、心術、恐怖、言語、精神、伝承) The skelm rants angrily, filling nearby creatures with shame, fear, and anger. Each creature within 30フィート 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/Punishing Strike [one-action] The skelm unleashes his constant rage in a reckless attack that makes him flat-footeduntil 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.
ソウル・スケルム Soul Skelm
Soul skelms arise not from mortal men but from other skelms, as their long-held wrath slowly twists them and replaces lingering fragments of their mortality with even more fiendish aspects. These skelms bully and exploit the souls of the dead, binding souls and undead to keep themselves indefinitely young. They bully living victims as well, stoking regret and shame even from inconsequential minutiae or outright fabrications until these feelings become unbreakable ties that the skelm can leverage from beyond the grave. A soul skelm's attentions can leave a victim isolated from friends and allies, making them all the more susceptible to the skelm's manipulations.
Ambitious soul skelms—often those who arise from palace skelms —search out powerful, high-strung mortals and trick them into bringing ridicule or shame on themselves. After their victim's death, the skelms gleefully remind them of their mortal failings, feeding on their despair.
“知識の想起”――フィーンド(〈宗教〉) : DC 27
“知識の想起”――人型生物(〈社会〉) : DC 27
一般的な知識 : DC 25
専門知識 : DC 22
Ambitious soul skelms—often those who arise from palace skelms —search out powerful, high-strung mortals and trick them into bringing ridicule or shame on themselves. After their victim's death, the skelms gleefully remind them of their mortal failings, feeding on their despair.
“知識の想起”――フィーンド(〈宗教〉) : DC 27
“知識の想起”――人型生物(〈社会〉) : DC 27
一般的な知識 : DC 25
専門知識 : DC 22
ソウル・スケルム Soul Skelm クリーチャー10
LE 中型 スケルム 人型生物 フィーンド
出典 Bestiary 3 241ページ
知覚+19;暗視、鋭敏嗅覚(不明瞭)30フィート
言語 アクロ語、共通語
技能 〈運動〉+22、〈隠密〉+17、〈社会〉+19、〈伝承学〉+19、〈ペテン〉+21
【筋】+6、【敏】+3、【耐】+5、【知】+3、【判】+5、【魅】+7
アイテム +1ストライキング・ゴースト・タッチ・スパイクト・チェイン
知覚+19;暗視、鋭敏嗅覚(不明瞭)30フィート
言語 アクロ語、共通語
技能 〈運動〉+22、〈隠密〉+17、〈社会〉+19、〈伝承学〉+19、〈ペテン〉+21
【筋】+6、【敏】+3、【耐】+5、【知】+3、【判】+5、【魅】+7
アイテム +1ストライキング・ゴースト・タッチ・スパイクト・チェイン
AC 29;頑健+19、反応+17、意志+21;感情効果に対するすべてのセーヴに-2
HP 170;完全耐性 憑依;弱点 冷たい鉄 10
HP 170;完全耐性 憑依;弱点 冷たい鉄 10
移動速度 30フィート
近接 [one-action] 拳 +22[+18/+14](機敏、悪、魔法)、ダメージ 2d8+12[殴打]、加えてつかみ
近接 [one-action] antler +22[+17/+12](悪、魔法)、ダメージ 2d12+12[刺突]、加えて打ち倒し
近接 [one-action] スパイクト・チェイン+23[+18/+13](武器落とし、悪、魔法、足払い)、ダメージ 2d8+12[斬撃]、加えて打ち倒し
伝承生得呪文 DC 29;7レベル プレイン・シフト(自身のみ;アストラル界もしくは物質界のみ);5レベル イリューソリイ・クリーチャー、ハーム、マインド・プローブ、モディファイ・メモリー;4レベル ディメンジョン・ドア(回数無制限);2レベル インヴィジビリティ(回数無制限)、サイレンス(回数無制限)
Bully the Departed/Bully the Departed [one-action] (聴覚、感情、精神、伝承、心術) The skelm draws upon the spirit of one of his deceased victims, tormenting their soul beyond the grave. Until the end of his next turn, the soul skelm gains regeneration15 (deactivated by force or good), and he deals an extra 1d8 evil damage on his Strikes.
変身 [one-action] (精神集中、伝承、完全変身、変成術) The soul 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.
Isolating Lash/Isolating Lash [two-actions] (幻術、伝承) The soul skelm makes a melee Strike trailing a wave of shadowy illusions. The skelm is flat-footeduntil the start of his next turn. If the Strike is successful, the skelm increases the number of damage dice by one, and the target must attempt a DC 29 Will save. On a failure, the target becomes invisible , inaudible, and otherwise imperceptible to its allies for 4 rounds, and it likewise can't see, hear, or otherwise perceive those allies. Regardless of the outcome, the creature is temporarily immune to Isolating Lash for 24 hours.
近接 [one-action] 拳 +22[+18/+14](機敏、悪、魔法)、ダメージ 2d8+12[殴打]、加えてつかみ
近接 [one-action] antler +22[+17/+12](悪、魔法)、ダメージ 2d12+12[刺突]、加えて打ち倒し
近接 [one-action] スパイクト・チェイン+23[+18/+13](武器落とし、悪、魔法、足払い)、ダメージ 2d8+12[斬撃]、加えて打ち倒し
伝承生得呪文 DC 29;7レベル プレイン・シフト(自身のみ;アストラル界もしくは物質界のみ);5レベル イリューソリイ・クリーチャー、ハーム、マインド・プローブ、モディファイ・メモリー;4レベル ディメンジョン・ドア(回数無制限);2レベル インヴィジビリティ(回数無制限)、サイレンス(回数無制限)
Bully the Departed/Bully the Departed [one-action] (聴覚、感情、精神、伝承、心術) The skelm draws upon the spirit of one of his deceased victims, tormenting their soul beyond the grave. Until the end of his next turn, the soul skelm gains regeneration15 (deactivated by force or good), and he deals an extra 1d8 evil damage on his Strikes.
変身 [one-action] (精神集中、伝承、完全変身、変成術) The soul 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.
Isolating Lash/Isolating Lash [two-actions] (幻術、伝承) The soul skelm makes a melee Strike trailing a wave of shadowy illusions. The skelm is flat-footeduntil the start of his next turn. If the Strike is successful, the skelm increases the number of damage dice by one, and the target must attempt a DC 29 Will save. On a failure, the target becomes invisible , inaudible, and otherwise imperceptible to its allies for 4 rounds, and it likewise can't see, hear, or otherwise perceive those allies. Regardless of the outcome, the creature is temporarily immune to Isolating Lash for 24 hours.
パレス・スケルム Palace Skelm
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.
“知識の想起”――人型生物(〈社会〉) : DC 24
一般的な知識 : DC 22
専門知識 : DC 19
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.
“知識の想起”――人型生物(〈社会〉) : DC 24
一般的な知識 : DC 22
専門知識 : DC 19
パレス・スケルム Palace Skelm クリーチャー8
LE 中型 スケルム 人型生物
出典 Bestiary 3 240ページ
知覚+15;鋭敏嗅覚(不明瞭)30フィート
言語 アクロ語、共通語;タンズ
技能 〈威圧〉+17、〈運動〉+18、〈隠密〉+16、〈交渉〉+17、〈社会〉+16、〈伝承学〉+16、〈盗賊〉+16、〈ペテン〉+21
【筋】+6、【敏】+4、【耐】+3、【知】+4、【判】+3、【魅】+5
アイテム sigネット ring
知覚+15;鋭敏嗅覚(不明瞭)30フィート
言語 アクロ語、共通語;タンズ
技能 〈威圧〉+17、〈運動〉+18、〈隠密〉+16、〈交渉〉+17、〈社会〉+16、〈伝承学〉+16、〈盗賊〉+16、〈ペテン〉+21
【筋】+6、【敏】+4、【耐】+3、【知】+4、【判】+3、【魅】+5
アイテム sigネット ring
AC 27;頑健+17、反応+16、意志+15;–2 to all saves vs. emotion effects
HP 155;弱点 冷たい鉄 10
Corrupt Speech/Corrupt Speech [reaction] (聴覚、幻術、言語、伝承) トリガー The skelm hears a creature speak within 30フィート; 効果 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フィート.
大成功 The target hears the skelm's words as if they were spoken by the triggering creature. This can alter linguisticeffects. The skelm also casts paranoiaor suggestion on the target, if he likes.
成功 As critical success, except the skelm can't cast paranoiaor suggestion.
失敗 The target doesn't hear the skelm's words, and they have no effect.
大失敗 The target hears the skelm speak the words.
HP 155;弱点 冷たい鉄 10
Corrupt Speech/Corrupt Speech [reaction] (聴覚、幻術、言語、伝承) トリガー The skelm hears a creature speak within 30フィート; 効果 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フィート.
大成功 The target hears the skelm's words as if they were spoken by the triggering creature. This can alter linguisticeffects. The skelm also casts paranoiaor suggestion on the target, if he likes.
成功 As critical success, except the skelm can't cast paranoiaor suggestion.
失敗 The target doesn't hear the skelm's words, and they have no effect.
大失敗 The target hears the skelm speak the words.
移動速度 25フィート
近接 [one-action] 拳 +20[+16/+12](機敏、魔法)、ダメージ 2d8+9[殴打]、加えてつかみ
近接 [one-action] antler +20[+15/+10](魔法)、ダメージ 2d12+9[刺突]、加えて打ち倒し
伝承生得呪文 DC 26;4レベル エンスロール、クレアオーディエンス、サジェスチョン、パラノイア(回数無制限)、プライヴェート・サンクタム;2レベル インヴィジビリティ(×3);キャントリップ (5レベル) デイズ、メッセージ;常時 (5レベル) タンズ
儀式 DC 26;2レベル インヴェイガル
変身 [one-action] (精神集中、伝承、完全変身、変成術) 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/Incite Violence [two-actions] (感情、心術、伝承、精神) 頻度 1日に1回; 効果 The skelm gives an impassioned speech calling for his followers to act upon their convictions. Each creature within 30フィート must attempt a DC 24 Will save.
大成功 The creature can immediately Strike an adjacent creature of its choosing.
成功 クリーチャーはなんの効果も受けない。
失敗 The creature immediately Strikes an adjacent creature; if multiple creatures are adjacent, the skelm chooses the target. If no creatures are adjacent, the creature is flat-footedand fascinated with the skelm until the start of its next turn.
近接 [one-action] 拳 +20[+16/+12](機敏、魔法)、ダメージ 2d8+9[殴打]、加えてつかみ
近接 [one-action] antler +20[+15/+10](魔法)、ダメージ 2d12+9[刺突]、加えて打ち倒し
伝承生得呪文 DC 26;4レベル エンスロール、クレアオーディエンス、サジェスチョン、パラノイア(回数無制限)、プライヴェート・サンクタム;2レベル インヴィジビリティ(×3);キャントリップ (5レベル) デイズ、メッセージ;常時 (5レベル) タンズ
儀式 DC 26;2レベル インヴェイガル
変身 [one-action] (精神集中、伝承、完全変身、変成術) 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/Incite Violence [two-actions] (感情、心術、伝承、精神) 頻度 1日に1回; 効果 The skelm gives an impassioned speech calling for his followers to act upon their convictions. Each creature within 30フィート must attempt a DC 24 Will save.
大成功 The creature can immediately Strike an adjacent creature of its choosing.
成功 クリーチャーはなんの効果も受けない。
失敗 The creature immediately Strikes an adjacent creature; if multiple creatures are adjacent, the skelm chooses the target. If no creatures are adjacent, the creature is flat-footedand fascinated with the skelm until the start of its next turn.