Totenmaske, Advanced Unhallowed

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

Advanced Unhallowed Totenmaske CR 8

XP 4,800
Advanced unhallowed totenmaske
NE Medium undead (shapechanger)
Init +12; Senses darkvision 60 ft.; Perception +17

DEFENSE

AC 24, touch 18, flat-footed 16 (+8 Dex, +6 natural) (+2 vs. good creatures)
hp 105 (10d8+60)
Fort +9, Ref +11, Will +11; +2 vs. good creatures
Immune undead traits; Resist cold 20

OFFENSE

Speed 50 ft.
Melee bite +15 (1d8+6 plus 1d4 Charisma drain), 2 claws +15 (1d6+6)
Special Attacks devour memories, fleshdrink, shape flesh

STATISTICS

Str 22, Dex 27, Con —, Int 20, Wis 19, Cha 23
Base Atk +7; CMB +13; CMD 31
Feats Ability Focus (Charisma drain), Combat Expertise, Combat Reflexes, Improved Initiative, Weapon Finesse
Skills Acrobatics +18 (+26 jump), Bluff +16, Diplomacy +16, Disguise +19, Intimidate +19, Perception +17, Sense Motive +15, Spellcraft +18, Stealth +21
Languages Abyssal, Celestial, Common, Infernal, Necril, Varisian
SQ change shape (the previous humanoid it successfully used its fleshdrink ability on; alter self)

SPECIAL ABILITIES

Charisma Drain (Su)

A totenmaske can eat the hopes and dreams of a creature it bites, dealing 1d4 points of Charisma drain unless the victim makes a DC 23 Will save. The save DC is Charisma-based.

Fleshdrink (Su)

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 21 Fortitude save negates the Constitution damage and reduces the sickened condition duration to 1 round. The save DC is Charisma-based.

Shape Flesh (Su)

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 21 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.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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