Totenmaske

Totenmaske

Creature 7

Perception +15, darkvision

Languages Common, Necril

Skills Acrobatics +15, Deception +17, Stealth +17, Thievery +15

Str +4, Dex +6, Con +2, Int +1, Wis +2, Cha +3

AC 25; Fort +15, Ref +17, Will +13

HP 128, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious

Speed 40 feet

Melee jaws +18 (finesse), Damage 2d6+7 piercing plus 2d6 negative

Melee claw +18 (agile, finesse), Damage 2d8+7 slashing

Drink Flesh (divine, necromancy) Requirement The totenmaske hit the same enemy with two claw Strikes this turn and is still adjacent to it; Effect The totenmaske drains flesh from the creature’s body. The creature becomes sickened 2 and drained 1 unless it succeeds at a DC 25 Fortitude save (sickened 2 and drained 2 on a critical failure).

Living Form (concentrate, divine, polymorph, transmutation) The totenmaske takes the appearance of a Medium or smaller humanoid creature. This is either its form from before it became undead, or the form of the last creature it successfully hit with Drink Flesh. This doesn’t change the totenmaske’s Speed or the attack and damage bonuses for its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning).

Shape Flesh (curse, divine, necromancy) After spending 1 minute in contact with a paralyzed, unconscious, or willing creature, a totenmaske can reshape the target’s face, causing flesh to cover vital features. The target can attempt a DC 25 Fortitude save to resist; a critical success grants temporary immunity to Shape Flesh for 24 hours. Each time the totenmaske Shapes Flesh, it chooses one feature: ears (target becomes deafened), eyes (target becomes blinded), mouth (target can’t speak or eat), or nose (target can’t smell). A creature with both its nose and mouth sealed can’t breathe and begins to suffocate (see Drowning and Suffocating section inCore Rulebook). Changes are permanent until reversed by removing this curse, or the sealed flesh can be surgically opened with a DC 25 Medicine check that takes 1d4 rounds and deals 1d6 slashing damage per round.