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Rasputin

Medium humanoid (human), neutral rogue 1/barbarian 1/fighter (brute) 10

Armor Class 15 (Constitution)
Hit Points 114 (1d8+1d12+10d10+48)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 18 (+4) 12 (+1) 12 (+1) 15 (+2)

Saving Throws Dex +5, Con +8, Int +5
Skills Animal Handling +5, Deception +10, Medicine +5, Performance +6, Persuasion +10, Sleight of Hand +5, Survival +5; artisan’s tools +5, vehicles (land) +5
Damage Resistances bludgeoning, piercing, and slashing (while raging)
Senses passive Perception 11
Languages Russian
Challenge 6 (2,300 XP)

Special Traits

  • Action Surge (1/short Rest). Once on his turn, Rasputin can take an additional action on top of his regular action and a possible bonus action.
  • Brutal Toughness. Rasputin gains a +1d6 bonus to saving throws and death saves (treating final results of 20 or higher on a death saving throw as a natural 20).
  • Cunning Action (1/turn). Rasputin can use a bonus action to take the Dash, Disengage, or Hide action.
  • Indomitable (1/long Rest). Rasputin can reroll a saving throw that he fails but must use the new roll.
  • Rage (2/long Rest). On his turn, Rasputin can enter a rage as a bonus action. His rage lasts for 1 minute, ending early if he is knocked unconscious or if his turn ends and he hasn’t either attacked a hostile creature since his last turn or taken damage since then. Rasputin can also end his rage on his turn as a bonus action. While raging, he gains the following benefits:
    • Rasputin has advantage on Strength checks and Strength saving throws.
    • When Rasputin makes a melee weapon attack using Strength, he deals 2 extra damage.
    • Rasputin has resistance to bludgeoning, piercing, and slashing damage.
  • Second Wind (1/short Rest). On his turn, Rasputin can use a bonus action to regain 1d10+8 hit points.
  • Sneak Attack (1/turn). Rasputin deals an extra 3 (1d6) 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 Rasputin that isn’t incapacitated and Rasputin doesn’t have disadvantage on the attack roll.
  • Hardy. Rasputin has proficiency with Constitution saving throws.
  • Medicinal Knowledge. Rasputin can treat wounds for up to six beasts and humanoids over a short rest by making a DC 15 Wisdom (Medicine) check on each. On a success, a target regains the maximum hit points from the use of a single hit dice during the short rest (forgoing the roll of that hit dice but not any others that are spent during that short rest).

Actions

  • Multiattack. Rasputin attacks twice when he takes the Attack action.
  • Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d6+1d4+3) piercing damage.
  • Revolver (6 bullets). Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 15 (2d8+1d6+3) piercing damage.

About

Grigori Rasputin, the Black Monk, was a peasant turned monk healer fanatically accepted into the family of Russia’s last tsar for his miraculous ability to help heal the hemophiliac heir Nicholas. He became both influential and controversial, and was rumored to be having an affair with the Russian Empress, Alexandra.

The thing Rasputin is best known for, of course, is refusing to die. He was stabbed in the stomach in 1914 and survived, but that’s not the noteworthy bit. In the best known version of events from the memoir of Felix Yusupov, a bunch of nobles invited him to dinner where Rasputin ate cyanide-laced cakes, then drank three glasses of poisoned wine, got shot in the chest, and got back up after a short period of time to attack his murderers before being shot in the head and dumped into an icy river. The man just wouldn’t die!

Rasputin is always able to rely on the hospitality of commoners to help him hide or rest provided he poses no danger in doing so, going so far as to shield him from being discovered (though not at the cost of their lives). ability to shrug off lots of damage (barbarian ahoy), and finally the charlatan bit—since he’s known to have grown up a peasant in the countryside I pushed into a level of rogue for Expertise in Deception and Persuasion. We could possibly do with fewer fighter levels or a reduced constitution (picking up the Diplomat feat would be very fitting!) but I really wanted that unwilling-to-die motif reinforced so went after the hit points. For the CR heads: the core rules puts him cleanly at CR 5 but the Blog of Holding rubric claims 6.8 which I’m inclined to agree with as he’s got some surprising staying power.

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