Mask of Gray Master
Level 16Attacks
Abilities
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
The mask keeps their faith tattoo hidden (typically by wearing gloves to cover the palm). To use it as a divine focus, they must first Interact to uncover the tattoo. The tattoo then stays uncovered until the mask Interacts to cover it up. A mask's faith tattoo only allows for the casting of Harm. Upon the mask's death, the tattoo disappears.
When a mask of Norgorber Strikes a foe with a weapon, they inflict an additional 1d6 persistent void damage. As long as a creature is taking this persistent damage, they're Off-Guard.
A mask of Norgorber deals 2d6 extra precision damage to creatures who are Off-Guard.
Frequency once per day Effect The mask makes a quick plucking gesture as they attempt to steal a creature's life. The mask targets a living creature within 30 feet, inflicting 17d6 void damage (DC 37 fortitude save). The mask gains temporary Hit Points equal to half the void damage the target takes (after applying resistances and the like), and loses any remaining temporary Hit Points after 24 hours.
Description
These masks focus on theft in all of its forms.
When a powerful worshipper catches Norgorber's eye, he sometimes transforms that worshipper into one of his masks—supernatural incarnations who become powerful proxies to their god but sacrifice their free will.
Other Ancestries
Most of the masks of Norgorber are human, but not all. A mask's statistics don't change if it's a Small creature, and they gain increased space and reach if they're Large or larger. Change ancestry traits as needed, but Speed and languages are unchanged. All masks of Norgorber possess darkvision granted them by their deity. Whether or not you grant a mask additional ancestry-based abilities is left to you to decide.
Masks and the Afterlife
When a worshipper becomes a mask, they technically die and travel to the Boneyard to be judged by Pharasma, but in this case, the process is almost instantaneous. When Norgorber chooses someone to become a mask, a swift and nearly instantaneous blurring of the creature is the only indication of their change. Like most fiends, masks are immortal unless slain through violence or misadventure. Once slain, a mask's body decays as normal, and after a variable amount of time has passed, their soul returns to the Great Beyond to accrete its quintessence into Norgorber's realm of Duskfathom.