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Mask

Medium humanoid (any race), any alignment

Armor Class 15 (studded leather armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 11 (+0) 14 (+2) 15 (+2)

Saving Throws Dexterity +5, Intelligence +2
Skills Acrobatics +5, Intimidation +4, Perception +4, Sleight of Hand +5, Stealth +5
Senses passive Perception 14
Languages any one language (usually Common)
Challenge 4 (1,100 XP)

Special Traits

  • Signature Attack (1/Turn). While using its signature weapon (dart or rapier), the mask deals an extra 14 (4d6) damage when it hits a target with a weapon attack.
  • Cunning Action. On each of its turns, the mask can use a bonus action to take the Dash, Disengage, or Hide action.
  • Evasion. If the mask is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the mask instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

  • Multiattack. The mask makes two attacks with its rapier.
  • Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  • Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

  • Uncanny Dodge. When an attacker that the mask can see hits it with an attack, the mask can use its reaction to halve the attack’s damage against it.

About

Masks hide their identity to battle injustice as a vigilante, outlaw, or rebel. Their disguise protects their true identity and keeps those they care about out of trouble. They fight with their famous signature weapon that is feared by their enemies.

Section 15: Copyright Notice

The Seas of Vodari Copyright 2020, Tribality (Innovaworks Inc.) and Shawn Ellsworth.