Maskal | Free Monster for D&D 5e and Pathfinder 2e

Maskal | Free Monster for D&D 5e and Pathfinder 2e

Designed by Trevar “Dramatic Dragons” Fracchiolla
Pathfinder 2e conversion by William Fischer

Don’t let the wide eyes and fluffy fur fool you—maskals are cunning, raccoon-like tricksters that charm, steal, and vanish before you know what hit you. These small humanoids thrive on mischief and misdirection, forming fleeting alliances called gazes to pull off daring heists or protect their young. With sharp instincts, nimble fingers, and a magically beguiling gaze, a maskal is more than capable of making off with your party’s most prized possession—while leaving them smiling about it. Perfect for DMs who want to add charm, chaos, and clever encounters to their game, the maskal is a delightful menace your players won’t soon forget.

While seemingly cute and cuddly, the raccoon-like maskal is anything but the entertaining rascal bestiaries portray them as. Behind the mask-like fur and smiling muzzle lies a cunning intellect eager to exploit the unwary and escape with their greatest treasures.

 

In Thievery We Trust. Most maskals are solitary creatures that form their dens away from others of their kind. However, the promise of plunder or the communal need to protect their young can unite disparate factions temporarily. A group of maskals, or a “gaze,” comprises anywhere between 5 and 20 when they have a common cause, and they elect the most cunning member of the community to be the gaze leader. Once they achieve their shared goal, these wild ruffians are quick to melt into the shadows and resume their seclusion.

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Maskal - 5e

Small humanoid (maskal), any chaotic alignment

Armor Class 13 (natural armor)

Hit Points 13 (3d6 + 3)

Speed 30 ft., swim 20 ft., climb 20 ft.

 

STR

DEX

CON

INT

WIS

CHA

8 (-2)

13 (+1)

12 (+1)

14 (+2)

12 (+1)

13 (+1)

 

Skills Acrobatics +3, Nature +5, Sleight of Hand +5, Stealth +5

Senses darkvision 60 ft., passive Perception 11

Languages Common, Maskal

Challenge 1/8 (25 XP)    Proficiency Bonus +2

Keen Hearing. The maskal has advantage on Wisdom (Perception) checks that rely on hearing.

Quick Fingers. The maskal has advantage on Dexterity (Sleight of Hand) checks.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, reach 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Beguiling Gaze (Recharge 5-6). The maskal targets one creature it can see within 15 feet of it, widening its eyes and meeting the creature’s gaze. The creature must make a DC 11 Charisma saving throw or be charmed by the maskal until the end of the target’s next turn. While charmed in this way, the target also has disadvantage on attacks made against the maskal’s allies. A target that succeeds on the saving throw is immune to the Beguiling Gaze of all maskals for the next 24 hours.

Maskal - PF2e

Maskal Creature –1

Uncommon, Small, Humanoid, Maskal

Perception +7; darkvision

Languages Common, Maskal

Skills Acrobatics +3, Nature +3, Stealth +5, Thievery +5

Str +0, Dex +2, Con +1, Int +3, Wis +1, Cha +1

Items shortbow (20 arrows)

AC 14; Fort +3, Ref +5, Will +7

HP 7

Keen Hearing The maskal gains a +2 circumstance bonus to hearing-based Perception checks.

Speed 25 feet, climb 15 feet, swim 15 feet

Melee [one-action] jaws +6, Damage 1d4+1 piercing

Ranged [one-action] shortbow +6 (deadly d8, range increment 60 feet), Damage 1d6 piercing

Beguiling Gaze [two-actions] (concentrate, incapacitation, mental, visual) The maskal widens its eyes and meets the gaze of a creature it can see within 15 feet. The target attempts a DC 14 Will save. The maskal cannot use its Beguiling Gaze for 1d4 rounds.

Critical Success The creature is unaffected and becomes temporarily immune to the Beguiling Gaze of all maskals for 24 hours.

Success The creature is unaffected.

Failure Until the end of its next turn, the creature is confused. While it remains confused, the creature takes a –2 status penalty to attack rolls against all maskals.

Critical Failure As a failure, except the creature can’t take hostile actions against maskals while it remains confused.

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