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Totenmaske

Creature 7 — undead, unholy

Spawned by the same unnatural and self-destructive obsessions that drove them when they still lived, totenmaskes are the undead remnants of the most self-indulgent and sinful among mortals. Their need for indulgence proved stronger than even the grasp of death, raising them from their graves. Though unable to sate their depraved desires, these foul undead can drain the very flesh from their victims so as to wrap themselves in a perverse mockery of life that allows them to pursue their base wants

Source: pathfinder-monster-core-2

Perception +15
Skills acrobatics +15, deception +17, stealth +17, thievery +15
Str
+4
Dex
+6
Con
+2
Int
+1
Wis
+2
Cha
+3
AC 24 Fort +15 Ref +17 Will +13
HP 130
Immunities bleed, death-effects, disease, paralyzed, poison
Speed 40 feet

Offense

Melee Jaws +18, Damage 2d6+7 piercing plus 2d6 void
Melee Claw +18, Damage 2d8+7 slashing

Abilities

Void Healing — Negative Healing
Drink Flesh (divine) —
Living Form (concentrate, divine, polymorph) — The totenmaske takes the appearance of a Medium or smaller humanoid creature. This is either their form from before they became undead or the form of the last creature they successfully drained with Drink Flesh. This doesn't change the totenmaske's Speed or the attack and damage bonuses for their Strikes but might change the damage type their Strikes deal (typically to bludgeoning).
Shape Flesh (curse, divine) — After spending 1 minute in contact with a Paralyzed, Unconscious, or willing creature, a totenmaske can reshape the target's face, causing flesh to cover vital features. The target can attempt a DC 25 Fortitude save to resist; a critical success grants temporary immunity to Shape Flesh for 24 hours. Each time the totenmaske Shapes Flesh, they choose one feature: ears (target becomes Deafened), eyes (target becomes Blinded), mouth (target can't speak or eat), or nose (target can't smell). A creature with both its nose and mouth sealed can't breathe and begins to suffocate. Changes are permanent until reversed by removing this curse, but the sealed flesh can be surgically opened with a successful DC 25 Medicine check that takes 1d4 rounds and deals 1d6 slashing damage per round.

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