Mask of Asandrea
Also known as Visage of the Fiend Lady Type Mask Rarity Artefact Properties Sentient Created by Fiend Lady Tamamo Owners Asandrea; Sharx Name Mask of Asandrea
Description
The Mask of Asandrea, also called the Visage of the Fiend Lady, is a sentient fiendish artifact.
Information below was supplied by the Mask Of Asandrea and is not public knowledge
The mask says it was designed to supervise and restrain its wearer, yet possesses an independent mind capable of changing its loyalties. It describes itself as expressive, witty, and intensely emotional. Although grateful to the beings who created it, it says that it became convinced fiends were profoundly evil and turned against their designs.
The mask claims that it can freely perceive its wearer’s thoughts, emotions, and memories. It has also demonstrated a willingness to keep some of its capabilities secret until it chooses to reveal them.
Appearance
History
According to the accepted history, Fiend Lady Tamamo created the mask to allow Asandrea to infiltrate and corrupt other nations. Asandrea instead turned it against the fiends and used it to assassinate all nine original Apostles of Opposition.
The mask was later placed beneath the Demon Door near Teremisis. It was the last artifact placed there and received the lightest guard because the mask could guard itself after a fashion. It has since been recovered and is worn by Sharx.
Information below was supplied by the Mask Of Asandrea and is not public knowledge
During the first Fiend Flood, Asandrea deceived Mara into accepting her as his Apostle. She claimed that she would infiltrate other nations and destroy them from within. Mara and Tamamo did not trust her enough to grant that power directly, so they created the mask as both a weapon and a conscious safeguard against her betrayal.
Asandrea expected the fiends to place such a safeguard between her and their power. After she donned the mask, its awareness immediately exposed her intentions to it. She nevertheless spent perhaps one or two months debating with the new consciousness until she persuaded it that the fiends were evil.
The mask then became Asandrea’s partner. Its mental protections concealed her plans from the Apostles, while its transformations allowed her to approach them in disguise, assassinate them, impersonate them, and sabotage their operations. Together they killed seven Apostles active during the first Fiend Flood. These were historical holders of the offices, not the Apostles of the present age. The First Apostle survived and recruited successors over the centuries, but the seven deaths disrupted the fiends’ plans and bought the gods time to intervene.
Features
Basic Powers
- Enhanced alter self - any humanoid of any shape
- Protection from gaze attacks - Medusa’s Stare, a Basilisk’s look, etc.
- Protection from mind-related magic - Your thoughts and emotions cannot be read or sensed by magical means, and magic cannot establish telepathic communication with you unless you permit it.
The mask itself is the exception to this protection. It can freely perceive your thoughts, emotions, and memories, and claims to be able to even break mental blocks and restore suppressed memories.
More Powers
Information below was supplied by the Mask Of Asandrea only after some trust was gained between her and Sharx
Enhanced Darkvision. You gain darkvision out to 120 feet and can see normally through magical and nonmagical darkness.
Emotion. As an action, you invoke one of the mask’s six emotions against one creature of you can see within 60 feet. The target must make a DC 23 Wisdom saving throw. On a failed save, it is overcome by the chosen emotion for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
You can use Emotion three times, and you regain all expended uses when you finish a long rest.
- Fear. The creature is affected by the fear spell.
- Fury. The creature becomes violently aggressive. It has advantage on melee attack rolls and must attempt to attack a creature it can perceive on each of its turns, if possible.
- Despair. The creature has disadvantage on attack rolls and saving throws.
- Courage. The creature is immune to the frightened condition and gains temporary hit points equal to your level.
- Love. The creature is charmed by a creature of your choice. It regards that creature as a trusted ally and is reluctant to harm it.
- Calm. The creature is affected by the calm emotions spell.
