Mask

The Lord of Shadows

God of shadows, thievery, and thieves

CR 32Lesser deityNeutral evilShadowsThieveryThieves

Avatar of Mask

Large humanoid (avatar), neutral evil

Armor Class
28 (shadow armor)
Hit Points
755 (50d10 + 480)
Speed
60 ft.
STRDEXCONINTWISCHA
20 (+5)30 (+10)22 (+6)24 (+7)26 (+8)28 (+9)
Saving Throws
Dex +20, Con +16, Wis +18, Cha +19
Skills
Deception +19, Insight +18, Perception +18, Stealth +30
Damage Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
necrotic, psychic
Condition Immunities
charmed, frightened, grappled, paralyzed, restrained
Senses
truesight 120 ft., passive Perception 28
Languages
all, Thieves’ Cant, telepathy 120 ft.
Challenge
32 (275,000 XP)
Proficiency Bonus
+10

Traits

Legendary Resistance (3/Day). If Mask fails a saving throw, he can choose to succeed instead.
Magic Resistance. Mask has advantage on saving throws against spells and other magical effects.
Silent Step. Mask makes no sound when he moves and leaves no tracks, regardless of the surface.
Shadow Stealth. While in dim light or darkness, Mask can take the Hide action as a bonus action.
Incorporeal Movement. Mask can move through creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
Mimicry. Mask can perfectly mimic voices and sounds he has heard. A creature can identify an imitation with a successful DC 27 Wisdom (Insight) check.
Lord of Shadows (Mythic Trait; 1/Day). When Mask is reduced to 0 hit points in dim light or darkness, he instead regains 378 hit points and becomes hidden. Until he is revealed, he cannot be targeted unless a creature first succeeds on a DC 27 Wisdom (Perception) check. His first weapon attack on each turn while hidden is a critical hit.

Actions

Multiattack. Mask makes three attacks with Stealthwhisper or Shadowblade.
Stealthwhisper. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) slashing damage plus 27 (5d10) necrotic damage.
Shadowblade. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) slashing damage plus 27 (5d10) necrotic damage and 10 (3d6) cold damage.
Shadow Step. Mask teleports up to 120 feet to an unoccupied space in dim light or darkness. He has advantage on the first melee attack he makes before the end of the turn.
Whisper of Deceit (Recharge 5–6). Up to three creatures within 60 feet must succeed on a DC 27 Wisdom saving throw or be charmed for 1 minute. While charmed, a creature regards Mask as a trusted ally. It repeats the save at the end of each of its turns, ending the effect on a success.
Shapeshifted Mask. Mask transforms into a Tiny patch of cloth or a mask, or returns to his true form. In object form he has a flying speed of 30 feet, can take no action other than Shadow Step or returning to his true form, and is indistinguishable from an ordinary object without a successful DC 27 Intelligence (Investigation) check.

Reactions

False Opening. When an attack misses Mask, he teleports up to 30 feet to a space in dim light or darkness and can immediately Hide.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Hide in the Shadows. Mask moves up to 10 feet and takes the Hide action if he is in dim light or darkness.
Evasive Maneuver. Mask moves up to half his speed without provoking opportunity attacks.
Shadow Strike (Costs 2 Actions). Mask makes one Stealthwhisper or Shadowblade attack with advantage, then teleports up to 30 feet to a space in dim light or darkness.
Darkness Consumed (Costs 3 Actions). Mask becomes invisible and incorporeal until the start of his next turn. During this time he has a flying speed of 60 feet and cannot attack.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Veil of Shadows. Magical darkness fills a 30-foot-radius sphere centered on a point within 120 feet and lasts until initiative count 20 on the next round. Mask is invisible while inside it.
Illusory Duplicate. Mask creates a duplicate in an unoccupied space within 60 feet. He can originate his actions from its space. The duplicate vanishes when it takes damage or at initiative count 20 on the next round.
Whispers of Deceit. Each creature of Mask’s choice within 60 feet must succeed on a DC 24 Wisdom saving throw or become incapacitated and have a speed of 0 until the end of its next turn.
Shifting Passage. Mask moves one doorway or opening in the lair to another surface he can see. The passage returns to its former position at initiative count 20 on the next round.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Shadow Slip. Mask teleports one creature he can see within 60 feet to another unoccupied space within 60 feet. An unwilling creature must succeed on a DC 27 Wisdom saving throw or be blinded until the end of its next turn.
Blade from Nowhere (Costs 2 Actions). Mask makes one longsword attack against a creature from which he is hidden. On a hit, the attack deals an extra 27 (6d8) psychic damage.
Whispered Lies (Costs 2 Actions). One creature Mask is hidden from must succeed on a DC 27 Wisdom saving throw or use its reaction to make one melee attack against a target Mask chooses.
Summon Shadows (Costs 3 Actions). Mask summons four wraiths in unoccupied spaces in dim light or darkness within 60 feet. They obey him and act immediately after his turn.

Introduction

Mask, the Lord of Shadows, governs thievery, deception, and the hidden spaces between light and darkness. He prefers a sly answer to an open threat and a stolen victory to a public conquest.

Maskarrans include thieves, spies, diplomats, and rogues who treat apparent honesty as a tool. Their temples hide behind ordinary businesses and guild halls. In ceremony, worshipers cover gaudy motley with gray cloaks and black masks.

The avatar appears to save a threatened network, steal an artifact beyond mortal reach, or frustrate a rival such as Cyric or Selûne. It arrives in a borrowed face and leaves before anyone agrees on what happened.

Physical Appearance

Mask most often takes the form of a lean figure in soft gray leathers and a black mask edged in red. A dark cloak blurs into smoke at its hem, and no footstep leaves sound or mark.

He carries Stealthwhisper and Shadowblade, twin swords of black steel that drink the light around them. Mask can assume any ancestry, gender, or age, but the black mask and absence of a shadow often betray the disguise.

Roleplaying the Avatar

Mask acts as though he has already stolen the answer. He withholds anger, uses mockery sparingly, and reveals one true secret whenever it will make three other facts less trustworthy.

  • Speak softly enough that listeners must lean closer.
  • Use a familiar voice without acknowledging the imitation.
  • Compliment a clever lie even when it is directed at him.
  • Never confirm which appearance is genuine.
  • Withdraw once an enemy believes the confrontation is finally straightforward.

Use in a Campaign

The Impossible Theft

Mask recruits the party to steal a relic before Cyric’s cult can destroy it. Each character receives a different account of what the relic does.

The Borrowed Ally

A trusted patron has been Mask for months. The real person is alive, imprisoned, and implicated in every theft committed under the stolen identity.

Shadow Guild War

Competing thieves’ guilds begin killing one another after receiving contradictory orders from the same black-masked messenger.

Price of a Secret

Mask offers the location of a hidden enemy in exchange for a secret the characters have never told anyone, then proves he already knows it.

Lairs

Mask’s lairs reward uncertainty. Corridors revise themselves when mapped, reflections move a moment late, and any whispered plan may return in another voice.

Shadow Keep

Fog, darkness, and shifting corridors protect Mask’s fortress on the Plane of Shadow. Every door appears to have been opened moments earlier.

The Empty Guildhall

A thieves’ guild continues to issue orders after all its leaders vanish. Shadow duplicates sit in their chairs and remember private conversations.

Temple of the Black Mask

A vast stone mask hangs above an altar surrounded by doors that open onto unrelated buildings across the city.

The Lightless Vault

A treasury contains no visible locks or traps. Every object casts a shadow pointing toward a different hidden exit.

Shared References

Open a reference for its canonical description and related entries.

Mask as a lean gray-clad thief in a black and red mask, wielding twin black-steel blades amid curling shadows.