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Masque Mannequin

Masque mannequins are a type of soulbound construct animated by a fragment of a once-living soul infused into an eerie, nearly featureless mask that's then affixed to a mannequin or dressmaker's dummy. Though similar in process to the creation of a soulbound doll or mannequin, creating a masque mannequin requires conducting ritualistic murder and extracting a soul shard during an unwilling victim's death, and only the vilest of crafters would consider attempting such a deed. Masque mannequins are popular among Norgorberites, especially devotees of Father Skinsaw, as well as Kuthites who take pride in drawing out the ritual to gain the largest possible fragment of the soul.

Recall Knowledge - Construct (Arcana, Crafting): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Masque MannequinCreature 14

Uncommon Medium Construct Soulbound 
Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 87
Perception +24; darkvision
Languages one spoken in life (typically Common; can't speak any language)
Skills Acrobatics +27, Athletics +27, Stealth +27
Str +8, Dex +6, Con +5, Int -2, Wis +3, Cha +0
Soul Mask The spark of the soul used to create a masque mannequin is infused into its mask. A creature can break a masque mannequin's soul mask with a DC 40 Athletics check or steal it with a DC 40 Thievery check. If its mask is broken or removed, a masque mannequin must attempt a DC 40 Fortitude save.
Critical Success The masque mannequin's animating spark shifts to infuse its body; it is unaffected and no longer has a soul mask.
Success The masque mannequin takes 2d6 persistent mental damage. If it regains its mask, it can place it back on its face as an Interact action to automatically stop this persistent mental damage.
Failure As success, but 4d6 persistent mental damage and stunned 1.
Critical Failure As failure, but 8d6 persistent mental damage and stunned 3.
AC 36; Fort +24, Ref +27, Will +22
HP 190; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; Resistances bludgeoning 7, piercing 15, slashing 7; Weaknesses fire 15
Awaken [reaction] Requirements The masque mannequin is in Pose; Trigger A creature unaware of the mannequin's true nature approaches within reach; Effect The mannequin makes a Strike against the triggering creature.
Speed 30 feet, climb 30 feet
Melee [one-action] fist +27 [+23/+19] (agile), Damage 3d8-2+16 bludgeoning plus Improved GrabOccult Innate Spells DC 31 (-4 dmg); 7th spirit blast (×3); Cantrips (7th) daze
Pose [one-action] (concentrate) Until the next time the masque mannequin acts, it appears to be an inanimate mannequin. It has an automatic result of 45 on Deception checks and DCs to appear as an ordinary mannequin.Refashion [one-action] (incapacitation, occult) Requirements The masque mannequin is grappling a living creature; Effect The grabbed creature must attempt a DC 34 Fortitude save.
Critical Success The creature is unaffected.
Success The creature is slowed 1 for 1 round as its body grows more wooden.
Failure The creature is petrified for the next 24 hours, but instead of turning to stone, it turns into a wooden mannequin. It can attempt a new save at the end of each of its turns.
Critical Failure The creature turns into a wooden mannequin permanently.

Sidebar - Additional Lore Malevolent Mindsets

Masque mannequins, even those crafted from virtuous individuals, tend to have a sadistic sense of malice. If left to their own devices, a masque mannequin enjoys playing cat and mouse games with their chosen victims by freezing and unfreezing in areas with mundane mannequins, slowly driving their unfortunate playthings to paranoia before going for the kill.