Mastermind

CREATURE 4

ne medium human humanoid 

Perception +10

Languages Common

Skills Arcana +13, Deception +15, Diplomacy +15, Intimidation +15, Occultism +15, Performance +17, Religion +11, Society +17, Stealth +9, Thievery +9, Underworld Lore +17

Str +0 Dex +3 Con +0 Int +4 Wis +2 Cha +4

Items chain shirt, disguise kit, hand crossbow (10 bolts), shortsword

Versatile Performance The mastermind can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. The mastermind can also use an acting Performance instead of Deception to Impersonate.

AC  21; Fort +6, Ref +11, Will +16

HP 54

Speed 25 feet

Melee [>] shortsword +13 (agile, finesse, versatile s), Damage 1d6+6 slashing

Ranged [>] hand crossbow +13 (range increment 60 feet, reload 1), Damage 1d6+3 piercing

Occult Spontaneous Spells DC 22, attack +14; 2nd (3 slots) blur, charm, invisibility, paranoia; 1st (3 slots) charm, illusory disguise, illusory object; Cantrips (2nd) daze, detect magic, message, prestidigitation, sigil

Bard Composition Spells DC 22; Cantrips (2nd) inspire competence, inspire courage

Scoundrel's Feint When the mastermind successfully Feints, the target is flat-footed against the mastermind's melee attacks until the end of the mastermind's next turn. On a critical success, the target is flat-footed against all melee attacks for that time, not just the mastermind's.

Sneak Attack The mastermind deals an extra 1d6 precision damage to flat-footed creatures.

Gamemastery Guide, page 247.

Open Mastermind in the interactive creatures list or browse all creatures starting with M.