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Daedalus

Challenge
Tags
Terrain
str
14
dex
15
con
10
int
20
wis
14
cha
8

AC 14 (padded leather)
HP 90 (20d8; bloodied 45)
Speed 30 ft.


Proficiency +3; Maneuver DC 13
Saving Throws Dex +5, Int +8
Skills History +8, Insight +5 (1d8), Investigation +8 (1d8), Perception +5, Religion +8, Stealth +5; carpenter’s tools (1d20), dice set, disguise kit, forgery kit (1d8), mason’s tools (1d20)
Senses passive Perception 15
Languages Greek and any two other languages


Evasion. When Daedalus is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Fast Learner. After Daedalus has heard a creature speak for 1 minute or longer, he can mimic its manner of speaking as long as he knows the same language as the creature (allowing him to seem like he is local to a given region).

Sneak Attack (1/turn). Daedalus deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Daedalus that isn’t incapacitated and Daedalus doesn’t have disadvantage on the attack roll.

Tactician. Daedalus is able to use the Help action to aid an ally attack a creature as long as the target of the attack is able to see and hear Daedalus and is within 30 feet of him.

Tactician’s Insight. After Daedalus has observed or interacted with a creature for 1 minute, he learns whether or not it has higher or lower Intelligence, Wisdom, or Charisma scores than him. In addition, he learns if the target has more or fewer class levels than him. Daedalus also knows when he and the target have equal scores in one of these categories.


ACTIONS

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.


BONUS ACTIONS

Cunning Action (1/turn). Daedalus can use a bonus action to take the Dash, Disengage, Help, or Hide action.


REACTIONS

Uncanny Dodge. When an attacker Daedalus can see hits him with an attack, Daedalus can use his reaction to halve the attack’s damage against him.

WINGS OF ICARUS

(12 lbs., 850 gold).

These large wings of feathers and wax are attached to a leather harness, and though the design at first seems simple there is a remarkable beauty to its complex craftsmanship—there must be very few like it elsewhere in the world, if any at all. While you are wearing these wings, you can grasp at handles in the plumage and spend an action rapidly fluttering your arms to gain a fly speed of 30 feet until the start of your next turn. You cannot wield weapons, hold a shield, or cast spells while grasping the handles. When you need to maneuver while using the wings to fly, you make either Dexterity (Acrobatics) or Dexterity air vehicle checks.

The wings have AC 13, 15 hit points, and vulnerability to fire damage. After 3d4 rounds of being exposed to direct sunlight and extreme heat at the same time, the wax holding the feathers together melts and the wings are destroyed.

Description

In this entry we’re circling back to Ancient Greece with one of history’s most famous inventors—Daedalus!

Daedalus was an architect, a craftsman, and an artist. He built the famous Labyrinth on Crete in which was imprisoned the brutish Minotaur, and fabricated the wings that proved to be his son Icarus’ downfall when the pair tried to escape from King Minos. I think we’re all familiar with his larger achievements, but did you know he was credited with inventing carpentry and was murderously petty? Daedalus took on his nephew as an apprentice and after the lad invented the saw (and made two compasses) he was pushed off the Acropolis to a plummeting death!

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.