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INFORMANTS
oa.
7)
Informant(s)
1d8 sprites
1d6 spies
1d6 imps
1d4 wererats
1d4 gargoyles
1d3 doppelgangers
1d2 ghosts
1 assassin
00 NI Oh AWN
ENFORCERS
a.
[J
Enforcer(s)
1d8 bandits
1d6 thugs
1d4 bugbears
1d4 dire wolves
1d4 half-ogres
1d3 rugs of smothering
1d2 minotaurs
1 basilisk
00 NUT AWN
A MASTERMIND’S LAIR
LAIR ACTIONS
===
each of its turns to choose one of its allies that can see or hear
it. The chosen ally can use its reaction to make one melee |
| weapon attack with advantage.
Sneak Attack. Once per turn, the mastermind can deal an extra
14 (4d6) damage to one creature it hits with an attack. The
mastermind must have advantage on the attack roll. It doesn’t
need advantage on the attack roll if another enemy of the target |
is within 5 feet of it, that enemy isn’t incapacitated, and the
mastermind doesn’t have disadvantage on the attack roll. |
AcTiONS
ReacTIONS
eT
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This work contains material that is copyright Wizards of the Coast and/or other
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Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is copyright 2022 by Gryphon Games and
published under the Community Content Agreement for Dungeon Masters Guild.