_Medium Humanoid (Gnome), Chaotic Neutral_ --- **Armor Class** 18 (Glimmered Studded Leather, Defensive Flourish) **Hit Points** 136 (16d8 + 48) **Speed** 40 ft. --- **STR** 12 (+1) | **DEX** 20 (+5) | **CON** 16 (+3) | **INT** 16 (+3) | **WIS** 14 (+2) | **CHA** 20 (+5) --- **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 --- ### **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. --- ## **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**. --- ## **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. --- ### **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. --- ### **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.