Totenmaske

Type: 12th Level Undead
Size: Medium
Speed: 50 ft., burrow 10 ft.
Abilities: Str +3, Dex +8, Con +0, Int +3, Wis +2, Cha +5
Skills: Acrobatics 15 (+23), Disguise 15 (+20), Jump 15 (+18), Notice 15 (+17), Stealth 15 (+23)
Feats: Attack Focus (bite, claws), Defensive Attack, Improved Initiative, Lightning Reflexes
Traits: Darkvision 60 ft., Death Mask, Devour Memories, Fleshdrinking, Shape Flesh, Resistance to Cold 8, Undead Traits
Combat: Attack +15 (+6 base, +8 Dex), Damage +5 (claws) or +9 plus devour memories (bite), Defense Dodge/Parry +14/- (+6 base, +8 Dex), Initiative +12
Saving Throws: Toughness +8 (+6 undead, +2 natural), Fortitude +4 (+4 base), Reflex +14 (+4 base, +8 Dex, +2 feat), Will +10 (+8 base, +2 Wis)


Death Mask: As a standard action, a totenmaske can take the shape and appearance of the last creature against which it used its fleshdrinking power. The totenmaske can shake off the disguised flesh as a free action, but then cannot resume the form until it drinks flesh from that creature again. The totenmaske’s disguise is temporary and grows more and more unstable as days pass. At first, a totenmaske gains a +10 on Disguise checks to impersonate the subject, but every day this bonus is reduced by 2 as its flesh begins to droop and strange inconsistencies develop (one eye might bulge, the right side of its mouth might droop, or a sliver of bone could protrude from the side of its hand). Unless the totenmaske drinks the flesh of the subject again, its mask rots off entirely when the Disguise bonus granted by this ability reaches +0 after 5 days.


Devour Memories: A totenmaske can eat the memories and dreams of a creature it bites. The target must make a DC 21 Will save or have his thoughts drained, taking 1 Charisma drain. A totenmaske gains a +4 bonus on Disguise checks made to impersonate a victim whose memories it has drained at any point in the past. The save DC is Charisma-based.


Fleshdrinking: If a creature is hit by both of a totenmaske’s claw attacks, his flesh is partially drained away by the totenmaske’s hollow claws. This attack deals 1 Constitution damage and leaves the victim sickened for 2 rounds. On each use of this ability, a totenmaske gains an immediate recovery check with a +5 bonus.


Shape Flesh: By spending a minute in contact with a helpless creature, a totenmaske can reshape its victim’s face, causing flesh to cover vital features. The target must make a DC 21 Fortitude save or have his face physically altered. A totenmaske can use this ability on one of four different features per use.
Ears: Flesh covers the victim’s ears, leaving him deaf.
Eyes: Flesh covers the victim’s eyes, rendering him permanently blind.
Mouth: Flesh covers the victim’s mouth, preventing him from speaking or eating.
Nose: Flesh covers the victim’s nose, preventing the use of the scent ability and making him immune to scent-based attacks.
This ability functions only on living creatures whose bodies are composed mostly of flesh. A totenmaske can use this ability multiple times on the same creature. Reshaping multiple features can lead to more deadly results, such as suffocation if the nose and mouth are covered (see page 112 of True20 Adventure Roleplaying).
The effects of this ability are permanent, but can be reversed with the Cure or Flesh Shaping powers. Alternatively, someone can surgically reopen the sealed features with a successful DC 25 Medicine check. The attempt deals +2 damage whether or not it is successful. The save DC is Charisma-based.


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