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Mastermind

By: Gryphon Games


MASTERMIND

ASTERMINDS ARE THE HEADS OF CRIMINAL


organizations. They might oversee a
network of spies in service to royalty, or
govern the inner workings of a powerful
thieves’ guild. They masterfully
manipulate webs of spies, informants,
and thieves.

Dealers in Secrets. Masterminds trade in secrets.


Information is their greatest weapon and the source of
their power. A mastermind might offer adventurers a
well-kept secret as a reward for doing her a service. In
order to keep their abundance of secrets safe,
masterminds almost always possess magic items such
as rings of mind shielding.

RANDOM MASTERMIND MINIONS

To determine the informants and enforcers in service to


a mastermind, roll once on the following tables or
choose from the possibilities.

The Informants table includes trusted helpers who


keep the mastermind up to date about goings on in the
world outside the lair.

The Enforcers table gives examples of muscle a


mastermind might employ. They may be loyal, or they
may be mercenaries who only stick around so long as
they're paid.

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

Masterminds establish their headquarters at the center


of a maze of passageways, such as a network of secret
passageways inside a king's castle, or interconnected
sewer tunnels. They rarely leave their seat of power,
where they are surrounded by bodyguards such as hired
gladiators, fanatical minotaurs, disguised
doppelgangers, or trained basilisks.

A mastermind’s lair is filled with hidden traps, which


the mastermind uses to its full advantage in a fight.

A mastermind encountered in his lair has a challenge


rating of 10 (5,900 XP).

LAIR ACTIONS

On initiative count 20 (losing ties) of each round the


mastermind can use one of the following lair actions if
he isn’t incapacitated. Each lair action, once used,
cannot be used again until the mastermind takes a short
rest, during which he resets the traps.

* The mastermind presses a button to raise the alarm


and call for help. On initiative count 20 (losing ties)
of the next round, the mastermind summons either
1d8 thugs, 2 veterans or 1 gladiator. These
reinforcements appear in the entrance to the lair
closest to the mastermind.

¢ The mastermind activates a device that releases


poison gas in a 10-foot cube at a point of his
choosing within the lair. The cube is lightly
obscured, and whenever a creature starts its turn
within the cube, or enters it for the first time on a
turn, the creature must succeed ona DC 13
Constitution saving throw or take 10 (3d6) poison
damage, and must repeat the saving throw at the
start of each of its turns. On each successive failed
save, the creature takes 3 (1d6) poison damage. After
three successful saves, the poison ends.

* The mastermind pulls a lever that opens a 10-foot


wide, 10-foot long pit in the lair’s floor. The pit is 10
feet deep and its bottom and sides are coated in
contact poison. Each creature on the floor where the
pit opens must succeed on a DC 15 Dexterity saving
throw or fall into the pit, taking 5 (1d10) bludgeoning
damage from the fall. On a successful save, a
creature moves to the nearest unoccupied space at
the edge of the pit's mouth. Creatures that start their
turn in the pit must succeed on a DC 13 Constitution
saving throw or be poisoned for 24 hours. While
poisoned in this way, a creature is unconscious. The
unconscious creature wakes up if it takes damage.

e The mastermind either locks or unlocks all doors


and windows within its lair.
MASTERMIND

Medium humanoid (any race), any alignment

Armor Class 16 (studded leather)


Hit Points 71 (14d8 + 14)
Speed 30 ft.

STR DEX CON INT wis CHA |


9(1) 18 (+4) 13 (+1) 16(+3) 15(+2) 19 (+4)

Saving Throws Dex +7, Int +6, Wis +5

Skills Deception +10, Insight +5, Perception +5, Sleight of |


Hand +7, disguise kit +10, thieves tools +7
Senses passive Perception 15

Languages Common, Thieves Cant, plus three other languages


Challenge 9 (5,000 XP)

===

Cunning Plan. The mastermind can take a bonus action on

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.

Perfect Guile. The mastermind is immune to effects that force it


to speak the truth. Such effects always report the mastermind |
to be speaking the truth.

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

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5ft. or


ranged 20/60ft., one target. Hit: 7 (1d4+5) piercing damage |
and the target must make a DC 15 Constitution saving throw,
taking 24 (7d6) poison damage on a failed save, or half as

much damage on a successful one. |

Hand Crossbow. Ranged Weapon Attack: +8 to hit, range |


30/120ft., one target. Hit: 8 (1d6+5) piercing damage and the |
target must make a DC 15 Constitution saving throw, taking 24

(7d6) poison damage on a failed save, or half as much damage |


on a successful one.

ReacTIONS

Misdirection. When the mastermind is targeted by an attack


and a creature within 5 feet of the mastermind is granting it |
| cover against that attack, the mastermind can use its reaction |

to force the attack to target the creature granting the

mastermind cover instead. |

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.

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