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.