Totenmaske (CR 9/MR 3)

Totenmaske, Mythic (CR 9/MR 3)
XP 6,400
NE Medium undead (mythic, shapechanger)
Init +13/-7MF, dual initiativeMA; Senses darkvision 60 ft.; Perception +15

Defense

AC 23, touch 16, flat-footed 17 (+6 Dex, +7 natural)
hp 125 (10d8+80)
Fort +8, Ref +9, Will +9
Defensive Abilities DR 5/epic; Immune undead traits; Resist cold 20

Offense

Speed 50 ft.
Melee bite +13 (1d8+4 plus 1d4 Cha drain), 2 claws +13 (1d6+4 plus fleshdrink)
Special Attacks fleshdrinkMA, insufferable ennuiMA, meat puppetMA (DC 20), mythic power (3/day, surge +1d6), shape flesh

Statistics

Str 18, Dex 23, Con —, Int 16, Wis 15, Cha 21
Base Atk +7; CMB +11; CMD 27
Feats Ability Focus (Charisma drain), Combat ExpertiseMF, Combat Reflexes, Improved InitiativeMF, Weapon Finesse
Skills Acrobatics +16 (+24 jump), Bluff +15, Diplomacy +15, Disguise +18, Perception +15, Sense Motive +15, Stealth +19
Languages Abyssal, Celestial, Common, Infernal
SQ change shape (the previous humanoid it successfully used its fleshdrink ability on; alter self)

Ecology

Environment any land or underground
Organization solitary or gang (1 mythic totenmaske and 2-5 non-mythic totenmaskes)
Treasure double

Special Abilities

Charisma Drain (Su) A mythic totenmaske can eat the hopes and dreams of a creature it bites, dealing 1d4 points of Charisma drain unless the victim succeeds on a DC 22 Will save. The save DC is Charisma-based.

Fleshdrink (Su) If a mythic totenmaske hits a creature with a claw attack, the hollow claw drains away some of the target’s flesh, dealing 1d4 points of Constitution damage and making the victim sickened for 1d4 rounds.

A successful DC 22 Fortitude save negates the Constitution damage and reduces the sickened duration to 1 round. Additionally, if the mythic totenmaske hits the same creature with both claw attacks, the mythic totenmaske can expend one use of mythic power as a swift action to force its victim to roll two Fortitude saves to resist both of its fleshdrink attacks and take the lowest roll for each save. The save DC is Charisma-based and includes a +2 racial bonus.

Insufferable Ennui (Su) When a mythic totenmaske bites and drains Charisma from a living creature, the mythic totenmaske can expend one use of mythic power as a free action to inundate the victim with overwhelming listlessness and crushing melancholia. Until the victim’s lost Charisma points are restored, the victim gains the staggered condition. This is a mind-affecting effect.

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 20 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.

Meat Puppet (Su) A mythic totenmaske can see, hear, or speak through the body of a creature under the effect of its shape flesh ability (as long as the creature’s eyes, ears, or mouth have not been rendered ineffective by the mythic totenmaske’s shape flesh ability). The mythic totenmaske can use this ability indefinitely on one affected creature at a time, as long as it and the creature remain on the same plane. Additionally, while using this ability on a creature, the mythic totenmaske can expend one use of mythic power as a standard action that does not provoke an attack of opportunity to take control of the creature as the dominate spell (DC 20 Will negates). The save DC is Charisma-based.

The mythic totenmaske can only dominate one creature at a time; when it dominates a second creature, the first creature is immediately freed from control. A mythic totenmaske using its meat puppet ability to see, hear, or speak through a creature or dominate a creature can’t move, but is still aware of its surroundings and can end this ability as a free action.

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