Mastermind

Medium humanoid (any race), any alignment

Armor Class 14 (leather armor)

14 (leather armor) Hit Points 55 (10d8 + 10)

55 (10d8 + 10) Speed 30 ft.

STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 13 (+1) 20 (+5) 15 (+2) 18 (+4)

Skills Arcana +7, Deception +8, History +9, Persuasion +6, Stealth +5

Arcana +7, Deception +8, History +9, Persuasion +6, Stealth +5 Senses passive Perception 12

passive Perception 12 Languages Any four languages

Any four languages Challenge 2 (450 XP)

Loyal Goons. When the mastermind is targeted by an attack and an ally is within 5 feet of it, the mastermind's ally can use its reaction to swap places with the mastermind, and the ally becomes the target instead.

Master of Tactics. The mastermind can use the Help action as a bonus action. When used to assist an ally in attacking a creature, the target of the attack can be within 30 feet of the mastermind.

Sneak Attack (1/Turn). The mastermind deals an extra 14 (4d6) damage when it 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 the mastermind that isn't incapacitated and the mastermind doesn't have disadvantage on the attack roll.

Soul of Deceit. The mastermind's thoughts can't be read by telepathy or other means. The mastermind can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. Additionally, the mastermind is unaffected by magic that would compel it to tell the truth; instead, such magic always indicates that the mastermind is truthful.