TyrantsSource Interstellar Species pg. 186 Those who amass extraordinary wealth, power, and influence often use them to perpetuate their advantages, typically through violent or coercive means. Tyrants might maintain their rule through subterfuge and surveillance or through age-old and expedient threats and brute force. What unifies tyrants across philosophical and ideological divides is the willingness and ruthlessness to pursue extraordinarily ends to justify their means, often at a terrible cost to those who dare oppose them. Aliens in the "Tyrants" FamilySource Interstellar Species pg. 186Underworld Mastermind CR 19XP 204,800 Astrazoan NE Medium aberration (shapechanger) Init +9; Senses darkvision 60 ft.; Perception +32
DefenseHP 385 EAC 33; KAC 34 Fort +18; Ref +18; Will +21
OffenseSpeed 30 ft. Melee molecular rift dagger +30 (10d4+21 S; critical bleed 19) Multiattack ttack 3 molecular rift daggers +24 (10d4+21 S; critical bleed 19) Ranged elite injector pistol +32 (9d6+19 P plus injection; critical injection +2) Offensive Abilities cruel bladework, deadly betrayal (19d4)StatisticsSTR +2; DEX +9; CON +1; INT +6; WIS +3; CHA +11 Skills Acrobatics +32, Bluff +37, Disguise +37, Intimidate +37, Stealth +32 Languages Common, up to 6 others Other Abilities change shape , compression Gear freebooter armor V, elite injector pistol with 40 darts, molecular rift daggers (3), hydrofluoric acid (3)Special AbilitiesDeadly Betrayal (Ex) If a mastermind successfully hits an enemy during a surprise round, they deal additional damage with the attack to one target equal to 1d4 per CR. Cruel Bladework (Ex) Any operative slashing weapon the mastermind wields gains the bleed critical hit effect, with the bleed damage equal to the underworld mastermind’s CR. DescriptionThe deadliest tyrants rule from the shadows. By blending in among minions, bystanders, and rivals alike, an underworld mastermind can steal secrets, manipulate social phenomena, and rule multiple organizations under many guises. Such a power broker often needs pawns—willing or unwitting—and they could act as a patron who maneuvers young adventurers to eventually gain an advantage.
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