MASTER O F CRUELTIES
When a master of cruelties steps up as ringleader of a
Rakdos show, the audience can be assured of a perfor-
mance they will remember for the rest of their lives-
however brief that might be.
The mesmerizing presence of a master of cruelties
draws every eye to the demon and commands an audi-
ence's full attention. With every act of depraved torment
the demon performs, onlookers are drawn more and
more into the blood lust. Audiences clamor for more vio-
lence, and those who get too caught up in the revelry feel
compelled to partake in the indiscriminate killing.
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MASTER OF CRUELTIES
Large fiend (demon), chaotic evil
Armor Class 18 (plate)
Hit Points 127 (l 5dl 0 + 45)
Speed 30 ft.
STR
18 (+4)
DEX
17 (+3)
CON
16 (+3)
INT
19 (+4)
WIS
16 (+3)
Saving Throws Con +7, Int +8, Wis +7, Cha +9
Skills Deception +9, Intimidation +9, Performance +9,
Persuasion +9
CHA
21 (+5)
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, Common, telepathy 120 ft.
Challenge 9 (5,000 XP)
Aura of Blood Lust. When any other creature starts its turn
within 30 feet of the master, that creature must succeed on a
DC 17 Wisdom saving throw, or it must immediately take the
Attack action, making one melee attack against a random crea-
ture within reach. If no creatures are within reach, it makes a
ranged attack against a random creature within range, throwing
its weapon if necessary.
Feed on the Crowd. Whenever a creature within 60 feet of the
master dies, the master gains 15 temporary hit points and has
advantage on all attack rolls, ability checks, and saving th rows
until th e end of its next turn.
Innate Spel/casting. The master's innate spellcasting ability is
Charisma (spell save DC 17). The master can innately cast the
following spells, requiring no material components:
At will: charm person (as a 3rd-level spell), crown of madness
l/day: dominate person
Magic Resistance. The master has advantage on saving throws
against spells and other magical effects.
ACTIONS
Multiattack. The master makes two melee attacks with
its spear.
Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage,
or 13 (2d8 + 4) piercing damage if used with two hands to make
a melee attack, plus 13 (3d8) psychic damage.
Captivating Presence (Recharge 6). Each creature within 120
feet of the master must succeed on a DC 17 Wisdom saving
throw or be charmed by the master for 1 hour. While charmed
in this way, a creature's speed is 0. If the charmed creature
takes damage, it can repeat the saving throw, ending the effect
on itself on a success. A target that succeeds on the saving
throw is immune to the Captivating Presence of all masters of
cruelties for the next 24 hours.
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