Rasa Mastermind
Medium humanoid, any evil alignment
Armor Class
16 (studded leather)
Hit Points
91 (14d8 + 28)
Speed
30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
15 (+2)
INT
16 (+3)
WIS
13 (+1)
CHA
14 (+2)
Senses
passive Perception 15
Skills
Deception +5, Perception +5, Stealth +8
Languages
Common
Challenge
4 (1,100 XP)
Innate Spellcasting. The rasa’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no components:
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At will: mage hand, message
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1/day each: arcane eye, greater invisibility, silent image
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2/day each: disguise self, misty step
Inscrutable Intentions. The rasa is immune to any magical effects to determine if it is lying.
Sneak Attack (1/Turn). The mastermind deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mastermind that isn’t incapacitated and the mastermind doesn’t have disadvantage on the attack roll.
Mask of Deceit. While wearing this mask, the mastermind has advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass itself off as a different person. It also allows the wearer to mimic the speech of a creature it has heard speak for at least 1 minute. A successful Wisdom (Insight) check contested by the mastermind’s Charisma (Deception) check allows a listener to determine that the voice is faked.
Mask of Slaying. While wearing this mask, when the mastermind takes the multiattack action, it makes two additional melee attacks.
Sight of the Rasa. The rasa share a special sight that is invisible to all non-rasa creatures. As an action, a rasa can touch a creature and place a secret mark on that creature’s chest. This mark lets other rasa know whether or not this creature should be regarded as a friend or a foe.
Actions
Multiattack. The mastermind makes two melee attacks, or makes a melee attack and uses its mask of dominance.
Poisoned Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 3 (1d6) poison damage.
Phantom Strikes (Recharge 5-6). The mastermind summons three ethereal clones in unoccupied spaces within 60 feet. These clones immediately make two dagger attacks against a creature within 5 feet. These attacks are made with a +6 bonus to hit and deal 10 (3d6) force damage. Once these attacks are completed, the mastermind can teleport to the location of any of these clones and the clones disappear.
Mask of Dominance (1/Day). The mastermind places a mask of dominance on the face of a creature it is currently grappling. That creature must succeed on a DC 14 Wisdom saving throw or become charmed by the mastermind. While charmed, the creature obeys all commands of the mastermind that do not inflict self-harm. This effect ends after 24 hours or when another creature uses its action to pry the mask from the charmed creature’s face.