Mastermind

Creature 4
commonHumanHumanoid
Perception +10 ((+17 to Sense Motive))
Skills Arcana +13, Deception +15, Diplomacy +15, Intimidation +15, Occultism +15, Performance +17, Religion +11, Society +17, Stealth +11, Thievery +9
CHA +4
CON +0
DEX +3
INT +4
STR +0
WIS +2

AC 20; Fort +6, Ref +11, Will +16
HP 55
Speed 25 feet

Masterminds weave long-ranged plots to see their nefarious goals come to fruition, deftly manipulating those around them, turning enemies into friends and then pitting them against one another.


Villains pursue selfish and cruel goals, trampling over anyone in their way.


Melee Shortsword +13 (Agile, Finesse, Versatile S), Damage 1d6+6 Piercing
Melee Fist +13 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 Bludgeoning
Melee Hand Crossbow +13 (Reload 1), Damage 1d6+6 Piercing

Occult Spontaneous Spells DC 22, attack +14
Charm(Rank 1)
Daze(Rank 1)
Detect Magic(Rank 1)
Message(Rank 1)
Sigil(Rank 1)
Blur(Rank 2)
Invisibility(Rank 2)
Paranoia(Rank 2)
Bard Composition Spells DC 22, attack +14

+7 to Sense Motive