_Medium Humanoid (Gnome), Chaotic Neutral_
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**Armor Class** 18 (Glimmered Studded Leather, Defensive Flourish)
**Hit Points** 136 (16d8 + 48)
**Speed** 40 ft.
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**STR** 12 (+1) | **DEX** 20 (+5) | **CON** 16 (+3) | **INT** 16 (+3) | **WIS** 14 (+2) | **CHA** 20 (+5)
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**Saving Throws** Dex +10, Cha +10
**Skills** Deception +12, Sleight of Hand +10, Stealth +10, Performance +12, Perception +7
**Damage Resistances** Psychic, Force
**Condition Immunities** Charmed, Frightened
**Senses** Darkvision 60 ft., Passive Perception 17
**Languages** Common, Gnomish, Sylvan
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### **Legendary Prankster.**
As a **Bonus Action**, the Trickster Captain creates **two identical illusory duplicates** of themselves in adjacent spaces. These illusions last **until the start of their next turn** and move with them, making it impossible to determine which is real without a **DC 18 Investigation check**. When an enemy targets them with an attack while these illusions exist, roll a d6:
- On a **4-6**, the attack **automatically misses**.
- On a **1-3**, the attack hits an illusion, which vanishes.
### **Trickster’s Guile (3/Day).**
If the Trickster Captain **fails a saving throw**, they can choose to **succeed instead**.
### **Spellcasting.**
The Trickster Captain is a **10th-level spellcaster**. Their spellcasting ability is **Charisma** (spell save DC 18). They have the following spells prepared:
**Cantrips (at will):** Minor Illusion, Prestidigitation, Vicious Mockery (4d4), Mage Hand
**1st level (4 slots):** Disguise Self, Silent Image, Tasha’s Hideous Laughter
**2nd level (3 slots):** Mirror Image, Phantasmal Force
**3rd level (3 slots):** Major Image, Hypnotic Pattern
**4th level (3 slots):** Greater Invisibility, Phantasmal Killer
**5th level (2 slots):** Mislead, Modify Memory
### **Goldmask’s Mirth (Recharge 5-6).**
The Trickster Captain **targets up to 3 creatures** within **30 feet**, forcing them to make a **DC 18 Wisdom saving throw** or be incapacitated with laughter (as **Tasha’s Hideous Laughter**).
### **Evasion.**
If the Trickster Captain makes a **Dexterity saving throw** and succeeds, they **take no damage** instead of half damage.
### **Defensive Flourish (Reaction).**
When an enemy attacks the Trickster Captain, they can **add 1d8 to their AC** until the start of their next turn. If the attack misses, the attacker must make a **DC 18 Wisdom saving throw** or be **blinded until the start of their next turn** as golden light flashes in their eyes.
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## **Actions**
### **Multiattack.**
The Trickster Captain makes **two attacks** with their dagger or casts a spell.
_**Gleaming Dagger.**_ _Melee or Ranged Weapon Attack:_ +10 to hit, reach 5 ft. or range 30/90 ft., one target.
**Hit:** 12 (2d6 + 5) piercing damage plus **10 (3d6) psychic damage**.
_**Illusory Step.**_ The Trickster Captain **teleports up to 30 feet** in a puff of golden sparkles. This is considered teleportation and **not movement**.
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## **Legendary Actions (3/Turn)**
The Trickster Captain can use **3 legendary actions**, choosing from the options below. Only one can be used at a time, and only at the end of another creature’s turn.
1. **Distracting Joke.** The Trickster Captain causes **one creature within 30 feet** to make a **DC 18 Wisdom save** or have **disadvantage on attack rolls** until the end of their next turn.
2. **Illusory Escape.** The Trickster Captain **teleports 30 feet**.
3. **Mocking Echo.** The Trickster Captain **casts Vicious Mockery (4d4)** on two targets.
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### **Tactics:**
- Uses **Mirror Image** or **Mislead** in the first round.
- **Teleports frequently**, staying at range and using **Phantasmal Killer** or **Hypnotic Pattern**.
- Uses **Goldmask’s Mirth** to incapacitate frontliners.
- **If losing**, casts **Modify Memory** to convince the party they actually _won_ and tricks them into leaving.
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### **CR 10 Boss**
- This version of the **Goldmask Trickster Captain** is **designed for a level 12 party**.
- It's slippery, **difficult to pin down**, and makes combat **hilariously frustrating**.
- It **relies on deception and misdirection**, forcing players to think before striking.