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Mask of Norgorber

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.

Recall Knowledge - Fiend (Religion): DC 40
Recall Knowledge - Humanoid (Society): DC 40
Unspecific Lore: DC 38
Specific Lore: DC 35

Elite | Normal | Weak
Proficiency without Level

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

Elite Mask of NorgorberCreature 17

Rare Medium Fiend Human Humanoid Unholy 
Source Pathfinder #206: Bring the House Down pg. 84
Perception +34; darkvision, truesight
Languages Common; truespeech
Skills Acrobatics +33, Athletics +30, Crafting +31, Deception +32, Diplomacy +32, Intimidation +32, Norgorber Lore +33, Religion +30, Society +29, Stealth +35, Thievery +33
Str +6, Dex +9, Con +5, Int +5, Wis +6, Cha +6
Items +2 resilient leather armor, true faith tattoo, +2 greater striking shortsword
AC 41; Fort +27, Ref +35, Will +30
HP 310
Secretive Tattoos 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.Reactive Strike [reaction]
Speed 30 feet
Melee [one-action] shortsword +35 [+31/+27] (agile, finesse, magical, versatile P), Damage 3d6+2+14 slashing plus 1d6 persistent damage (see Aspect's Agony)Divine Innate Spells DC 39, attack +31 (+4 dmg); 8th heal (Ă—3), shadow blast; 7th cleanse affliction, divine decree; 6th sending (Ă—3), spellwrack; 4th invisibility (Ă—3), silence (Ă—3); Cantrips (8th) daze, detect magic, message; Constant (8th) truesight, truespeech
Aspect's Agony When a mask of Norgorber Strikes a foe with a weapon, they inflict an additional 1d6 persistent damage of a type determined by their aspect. As long as a creature is taking this persistent damage, they're off-guard.Sneak Attack A mask of Norgorber deals 2d6 extra precision damage to creatures who are off-guard.

Aspect Of Blackfingers

These masks focus on the use of poisons to spread Norgorber's will.

Blackfingers Aspect

Aspect's Agony 1d6 persistent poison
Additional Divine Innate Spells 8th toxic cloud; 7th slither
Evaporate Poison [one-action] (divine, poison) Frequency once per day; Effect The mask blows out a breath and targets a creature within 30 feet that is currently poisoned or is taking persistent poison damage. The target must attempt a DC 39 Fortitude save as the mask attempts to transmute the poison afflicting them into toxic vapor.
Critical Success The poison effect on the target immediately ends.
Success The poison effect on the target immediately ends, but toxic vapor fills one of the target's adjacent squares, chosen by the mask. A creature in this square is exposed to brimstone fumes; the toxic vapor then vanishes.
Failure As success, but the toxic vapor fills a 5-foot emanation around the target, exposing all creatures in the area (including the target) to brimstone fumes; the toxic vapor then vanishes.
Critical Failure As failure, but the toxic vapor fills a 10-foot emanation around the target, and the poison effect or persistent poison damage the target is suffering does not end.

Aspect Of Father Skinsaw

These masks are murderers who revel in the ripping of an opponent's flesh.

Father Skinsaw Aspect

Aspect's Agony 1d6 persistent bleed
Additional Divine Innate Spells 8th blood vendetta; 7th mask of terror
Invigorating Flense [one-action] (divine) Frequency once per day; Effect The mask makes a quick striking motion, as if slicing flesh with a small knife, and targets a creature within 30 feet. The target immediately takes 12d6 slashing and 5d6 persistent bleed damage (DC 39 basic Fortitude save), and the mask becomes quickened as long as the target continues to take persistent bleed damage. The mask can use the extra action only to Stride or Strike.

Aspect Of The Gray Master

These masks focus on theft in all of its forms.

Gray Master Aspect

Aspect's Agony 1d6 persistent void
Additional Divine Innate Spells 8th quandary; 7th umbral graft
Steal Life [two-actions] (death, divine, void) 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 39 basic 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.

Aspect Of The Reaper

These masks fracture trust and turn allies against each other.

Reaper Of Reputation Aspect

Aspect's Agony 1d6 persistent mental
Additional Divine Innate Spells 8th suggestion; 7th warp mind
Insidious Secrets [one-action] (auditory, divine, emotion, fear, linguistic, mental) Frequency once per day; Effect The mask whispers, then targets a creature within 30 feet. The target must then attempt a DC 39 Will save.
Critical Success The target fails to hear the secret whispered and is unaffected.
Success The mask whispers a horrific secret to the target, and though their mind recoils and forgets, the target still takes 8d6 mental damage and is frightened 1.
Failure As failure, but 17d6 mental damage and frightened 2; the target is confused as long as they are frightened.
Critical Failure As failure, but 30d6 mental damage and the target is confused for 1 minute.

Sidebar - Additional Lore 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.

Sidebar - Advice and Rules 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.