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TotenmaskeCreature 7


MediumUndeadUnholy
Source Pathfinder Monster Core 2
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 24; Fort +15; Reflex +17; Will +13;
HP 130 (void healing)
Speed 40 feet
Immunities bleed, death effects, disease, paralyzed, poison

Jaws One Action +18 (+13, +8) to hit (finesse, magical) 2d6+7 Piercing
Claw One Action +18 (+14, +10) to hit (agile, finesse, magical) 2d8+7 Slashing

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Drink Flesh One Action (divine)

Requirements The totenmaske hit the same creature 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 One Action (concentrate, divine, polymorph)

The totenmaske takes the appearance of a Medium or smaller humanoid creature. This is either their form from before they became undead or the form of the last creature they successfully drained with Drink Flesh.

This doesn't change the totenmaske's Speed or the attack and damage bonuses for their Strikes but might change the damage type their Strikes deal (typically to bludgeoning).

Shape Flesh (curse, divine)

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, they choose 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. Changes are permanent until reversed by removing this curse, but the sealed flesh can be surgically opened with a successful DC 25 medicine check that takes 1d4 rounds and deals 1d6 slashing damage per round.


Spawned by the same unnatural and self-destructive obsessions that drove them when they still lived, totenmaskes are the undead remnants of the most self-indulgent and sinful among mortals. Their need for indulgence proved stronger than even the grasp of death, raising them from their graves. Though unable to sate their depraved desires, these foul undead can drain the very flesh from their victims so as to wrap themselves in a perverse mockery of life that allows them to pursue their base wants. Totenmaskes' specific longings vary—one might be obsessed with food or drink, while another might be vain and desirous of an attractive form to marvel at in a mirror, while yet another could simply long for the scent of blood.

Whatever sensation the totenmaske seeks, it's always a vice taken to the extreme, for this sin helped condemn them to undeath in the first place. A totenmaske obsessed with food, for example, might find themself assaulting bakeries or breweries, while a vain totenmaske obsessed with glamor could quickly grow bored of each new look and switch their victims out daily, or even hourly.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.