Maenad
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)
- Speed
- 30 ft.
- Init
- +8
- Melee
- bite +13 (1d6+4 plus poison), 2 claws +13 (1d4+4/19–20 plus poison)
- BAB
- +9
- CMB
- +13
- CMD
- 28
- Fort
- +8
- Ref
- +10
- Will
- +9; +4 vs. mind-affecting effects
- SR
- 19
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.
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
Bluff +14, Diplomacy +13, Disguise +11, Intimidate +19, Perception +15, Sense Motive +9
- 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
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Persuasive (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Murderous Command (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Polypurpose Panacea (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Rage (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Bull's Strength (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mad Hallucination (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Vampiric Touch (Spell)House/Core — covered by the site's Section 15.
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