Library / Bestiary

Maenad

CR 8.00 Monstrous Humanoid CE Medium HD 9
This wild-looking woman is covered in spattered blood. Her wicked smile reveals sharp teeth and her eyes suggest insanity.

Creatures of unbridled violence and decadence, maenads roam the world inviting others to join in on their debased revels. Though they can otherwise pass for humans, maenads appear bestial when raging or engaging in a bloody revel. They consume massive amounts of wine and food, cause fights, and tear their foes limb from limb. They control people's minds, subconsciously inviting them to engage in their bloody festivities and fostering urges that lead to excesses of hunger, lust, anger, and violence.

Maenads can live for thousands of years. They insinuate themselves into normal society before attempting to influence the community. They travel their entire lives in search of creatures to influence into debauchery, cannibalism, and gluttony.

HP
94 (9d10+45)
AC
20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
Init
+8
Speed
30 ft.
Fort
+8
Ref
+10
Will
+9; +4 vs. mind-affecting effects
BAB
+9
CMB
+13
CMD
28
Melee
bite +13 (1d6+4 plus poison), 2 claws +13 (1d4+4/19–20 plus poison)
SR
19
str
19
+4
dex
18
+4
con
20
+5
int
13
+1
wis
16
+3
cha
21
+5

Weapons: Simple

Infectious Dance — Any creature viewing a dancing maenad from within 60 feet of her must succeed at a DC 19 Will save or be affected as if by confusion for 1 hour. For every four creatures affected by this ability, the maenad gains 1d10 temporary hit points and her Charisma score increases by 1; these benefits end if the affected creatures break free of the dance.

Poison — Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Con; cure 2 consecutive saves.

Mad Feast — As a full-round action, a maenad can conjure a supernatural feast. Creatures eating from this feast gain a +2 bonus to Strength and Constitution, 1d8 temporary hit points, and a +4 morale bonus on fear saves for 12 hours. Creatures affected also take a -4 penalty on Will saving throws (this penalty does not apply on saves against fear), and find it more compelling to engage in debauchery, excess, and violence.

Universal Monster Rules

Poison (bite) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Infectious Dance from text
Any creature viewing a dancing maenad from within 60 feet of her must succeed at a DC 19 Will save or be affected as if by confusion for 1 hour. For every four creatures affected by this ability, the maenad gains 1d10 temporary hit points and her Charisma score increases by 1; these benefits end if the affected creatures break free of the dance.
Mad Feast from text
As a full-round action, a maenad can conjure a supernatural feast. Creatures eating from this feast gain a +2 bonus to Strength and Constitution, 1d8 temporary hit points, and a +4 morale bonus on fear saves for 12 hours. Creatures affected also take a -4 penalty on Will saving throws (this penalty does not apply on saves against fear), and find it more compelling to engage in debauchery, excess, and violence.

Feats, Traits & Items

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Improved Critical (claw) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Persuasive from Feat

You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Calculated: +2 Diplomacy, +2 Intimidate
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Bluff +14, Diplomacy +13, Disguise +11, Intimidate +19, Perception +15, Sense Motive +9

spell-like abilities:
At will—Murderous Command (DC 16), At will—Polypurpose Panacea, At will—Rage, 3/day—Bull's Strength (DC 17), 3/day—Charm Monster, 3/day—Mad Hallucination (DC 17), 3/day—Vampiric Touch
Details
Type
Monstrous Humanoid
Alignment
CE
Size
Medium
Environment
temperate forests or plains
Organization
solitary, pair, or revel (3–12)
Treasure
standard
Senses
darkvision 60 ft.; Perception +15
Languages
Common, Sylvan
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
12 House/Core
View references and cross-links for Maenad

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