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TotenmaskeCreature 7


NEMediumUndead
Source Pathfinder Bestiary 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 25; Fort +15; Reflex +17; Will +13;
HP 128 (negative healing)
Speed 40 feet
Immunities death effects, disease, paralyzed, poison, unconscious

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

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

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

Drink Flesh One Action (divine, necromancy)

Requirements 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 One Action (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.

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.


Spawned by the same unnatural and self-destructive obsessions that drove them when they were alive, totenmaskes are the undead remnants of the most self-indulgent and sinful among us. Though unable to sate their perverse 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 the sensation the totenmaske seeks, it is always a vice taken to extreme, for this sin is what helped condemn it to unlife in the first place. A totenmaske obsessed with food, for example, might find itself assaulting bakeries or breweries, while a vain totenmaske obsessed with glamor could quickly grow bored of each new look and switch its 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.