Library / Bestiary

Totenmaske

CR 7.00 Undead NE Medium
This spindly, skeletal humanoid has moldy green flesh, long talons for hands, and a head that seems to be mostly mouth.

Consumed by the same lusts and excesses that led them in life, the souls of some sinners rise as totenmaskes, drinking the flesh and memories of living creatures and even stepping into their lives to once more pursue their base desires. Incapable of resuming their sinful pursuits in their natural form, totenmaskes often keep their victims alive for as long as possible, renewing their stolen identities regularly in order to continue indulging in pleasures of the flesh.

A totenmaske can be created from the corpse of a sinful mortal by a cleric of at least 18th level using the create greater undead spell.

A totenmaske is 6 feet tall and weighs 140 pounds.

STR
18
DEX
23
CON
-
INT
16
WIS
15
CHA
19
HP
85 (10d8+40)
AC
20, touch 16, flat-footed 14 (+6 Dex, +4 natural)
Speed
50 ft.
Init
+10
Melee
bite +13 (1d8+4 plus 1d4 Cha drain), 2 claws +13 (1d6+4)
BAB
+7
CMB
+11
CMD
27
Fort
+7
Ref
+9
Will
+9

Weapons: Simple

Fleshdrink — If a totenmaske hits a single creature with both claw attacks, the hollow claws drain away some of the target's flesh, dealing 1d6 points of Constitution damage and making the victim sickened for 1d4 rounds. A successful DC 19 Fortitude save negates the Constitution damage and reduces the sickened condition duration to 1 round. The save DC is Charisma-based.

Shape Flesh — By spending 1 minute in contact with a helpless creature, a totenmaske can reshape the target's face, causing flesh to cover vital features. The target may attempt a DC 19 Fortitude save to resist. Changes are permanent, but can be reversed with heal, restoration, or regeneration, or by surgically opening the sealed flesh with a DC 15 Heal check that takes 1d3 rounds and deals 1d4 points of damage even if the check is not successful. A totenmaske can use this ability on one of four different features per use: ears (target becomes deaf), eyes (target becomes blind), mouth (target cannot speak or eat), or nose (target cannot smell). Multiple uses can have increasingly serious effects (such as sealing the mouth and nose, which causes suffocation). The save DC is Charisma-based.

change shape (the previous humanoid it successfully used its fleshdrink ability on; alter self)

Combat Expertise from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by &ndash;1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Weapon Finesse from Feat

<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>

Acrobatics +16 (+24 jump), Bluff +14, Diplomacy +14, Disguise +17, Perception +15, Sense Motive +15, Stealth +19

Details
Type
Undead
Alignment
NE
Size
Medium
Environment
any land or underground
Organization
solitary or pair
Treasure
standard
Senses
darkvision 60 ft.; Perception +15
Languages
Abyssal, Celestial, Common, Infernal
Source
Bestiary 2
Sources Used in This Record
4 House/Core
  • Uses feat: Combat Expertise (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Finesse (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.