Mask of Father Skinsaw
CREATURE 16These masks are murderers who revel in the ripping of an opponent's flesh.
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.
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.
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 bleed damage. As long as a creature is taking this persistent damage, they're Off-Guard.