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Medium humanoid (human), neutral good rogue (mastermind) 9

Armor Class 14 (studded leather)
Hit Points 36 (8d8)
Speed 30 ft.

14 (+2) 15 (+2) 10 (+0) 20 (+5) 14 (+2) 8 (–1)

Saving Throws Dex +6, Int +9
Skills History +9, Insight +10, Investigation +13, Perception +6, Religion +9, Stealth +6; carpenter’s tools +8, disguise kit +9, forgery kit +9, dice set +6, mason’s tools +12
Senses passive Perception 16
Languages Greek and any two other languages
Challenge 3 (700 XP)

Special Traits

  • Cunning Action (1/turn). Daedalus can use a bonus action to take the Dash, Disengage, Help, or Hide action.
  • Evasion. When Daedalus is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
  • Fast Learner. After Daedalus has heard a creature speak for 1 minute or longer, he can mimic its manner of speaking as long as he knows the same language as the creature (allowing him to seem like he is local to a given region).
  • Sneak Attack (1/turn). Daedalus deals an extra 17 (5d6) damage when he 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 Daedalus that isn’t incapacitated and Daedalus doesn’t have disadvantage on the attack roll.
  • Tactician. Daedalus is able to use the Help action to aid an ally attack a creature as long as the target of the attack is able to see and hear Daedalus and is within 30 feet of him.
  • Tactician’s Insight. After Daedalus has observed or interacted with a creature for 1 minute, he learns whether or not it has higher or lower Intelligence, Wisdom, or Charisma scores than him. In addition, he learns if the target has more or fewer class levels than him. Daedalus also knows when he and the target have equal scores in one of these categories.


  • Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
  • Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.


  • Uncanny Dodge. When an attacker Daedalus can see hits him with an attack, Daedalus can use his reaction to halve the attack’s damage against him.


In this entry we’re circling back to Ancient Greece with one of history’s most famous inventors—Daedalus!

Daedalus was an architect, a craftsman, and an artist. He built the famous Labyrinth on Crete in which was imprisoned the brutish Minotaur, and fabricated the wings that proved to be his son Icarus’ downfall when the pair tried to escape from King Minos.

I think we’re all familiar with his larger achievements, but did you know he was credited with inventing carpentry and was murderously petty? Daedalus took on his nephew as an apprentice and after the lad invented the saw (and made two compasses) he was pushed off the Acropolis to a plummeting death!

Daedalus is frequently made to take on apprentices, training them in the ways of the mechanical arts. His subordinates obey his commands and believe what he tells them (within reason).

I poured all the mechanical oomph I could into his carpentry and mason tool kits so at the very least he should be rolling a +10 on any given check with them. When he’s not doing his thing (making stuff) he’s savvy, has a crossbow (which is technically late-era Greece but as a master of the mechanical arts, not outside of the realm of possibility for him), and can figure some things out quickly but Daedalus is definitely not a combat-oriented character (outside of being good with pot shots).

Wings of Icarus (12 lbs., 850 gold).

These large wings of feathers and wax are attached to a leather harness, and though the design at first seems simple there is a remarkable beauty to its complex craftsmanship—there must be very few like it elsewhere in the world, if any at all. While you are wearing these wings, you can grasp at handles in the plumage and spend an action rapidly fluttering your arms to gain a fly speed of 30 feet until the start of your next turn. You cannot wield weapons, hold a shield, or cast spells while grasping the handles. When you need to maneuver while using the wings to fly, you make either Dexterity (Acrobatics) or Dexterity (vehicle [air]) checks. The wings have AC 13, 15 hit points, and vulnerability to fire damage. After 3d4 rounds of being exposed to direct sunlight and extreme heat at the same time, the wax holding the feathers together melts and the wings are destroyed.

Section 15: Copyright Notice

Mythological Figures & Maleficent Monsters Copyright 2020 EN Publishing. Authors Mike Myler, Russ Morrissey. www.enpublishingrpg.com