ELTT - Titan Magazine - Master Sin
ELTT - Titan Magazine - Master Sin
WRITTEN BY
Ryan Servis
PRODUCED BY
2CGaming
©2CGaming, LLC. All Rights Reserved. The 2CGaming logos and name and the book name (Epic Legacy Titan Magazine)
are protected by copyright and trademark. Any reproduction or unauthorized use of material contained herein is prohibited
without the express written permissions of 2CGaming, LLC or its authorized representatives.
AUTHOR
Ryan Servis
EDITOR
Misty Bourne
ARTISTS
Nathaniel Himawan, Ambrose Hoilman, Jason Strutz, BNE Design (Graphic Design, Page Layout)
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Master siN
The Burning Claw
“Flawless form begets flawless victory.”
PROFILE
Personality: Hedonistic with his bare paws. It is likely only a matter of time
before this practice leads to Master Sin’s demise.
Ideals: Master Sin is a relentless seeker of personal
pleasure. Whether that is achieving peak physical Legend: From the day he first crawled forth from
and martial performance, saturating the senses with the primordial pits of the hells, the rakshasa known as
pleasing experiences, or other, far darker excesses, Master Sin knew he was different. While his peers and
the rakshasa is always on the prowl for the next the locals were creatures of guile, subtlety, and deception,
indulgence. To the fiend, there is no higher calling he was not. To him, it made little sense to solve a
than one’s own satisfaction, no matter what extremes problem with words that could be more efficiently solved
one must pursue to achieve it. with fists. Understandably, this did not endear Master
Sin to his peers, but it mattered not. The rakshasa’s
Bonds: Fiends hold few things sacred, especially proficiency with martial arts ensured a rapid ascent to the
Master Sin. However, there is but one cause beyond top of fiendish society, one bloody brawl at a time. But it
himself that the rakshasa emperor values: his self- was not enough. Master Sin’s cravings for blood sports
made martial art, the Way of the Burning Claw. were unsatisfied by duplicitous and conniving fiends.
The only thing Master Sin has ever created, this Mortals, however, with their “morals” and “honor,” were
extraordinary discipline is a carefully guarded secret intriguing. With a level of brazen confidence not seen
he protects at any cost. in a millennium, Master Sin journeyed to the mortal
realms in search of new foes to brutalize. He was not
Flaws: While Master Sin’s hedonism does him no disappointed. Centuries later, the rakshasa had defeated
favors, his true vice is his ongoing obsession with every warrior worth fighting that he could get his claws
visceral, martial combat. The rakshasa not only jumps on, and he was finally satisfied. Retreating back to the
at the chance to trade blows with enemies who dare hells, Master Sin now languishes in a haze of depravity,
face him in honorable combat, but cultivates rivals ears eager for any news of a martial foe worthy to die by
from the shadows so that he may one day crush them his claws.
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indulge carnal desires. Creatures from across the planes can be A 20-foot-square area of the ground within the lair
y
found here, even those who would not ordinarily consort with becomes saturated with healing energy. At the next
fiends. Master Sin’s relatively pleasant demeanor and the safety initiative count of 20, each creature in the affected area
of the monastery (especially in the hells) provide an excellent magically regains 35 (10d6) hit points, or 70 (20d6) if it
environment to converse with fiends, observe impressive displays is below half its hit point maximum.
of martial skill, or even indulge in an extremely decadent vacation.
Exploration Encounters
Lair Actions Securing an audience with Master Sin is either an act of supreme
On initiative count 20 (losing initiative ties), Master Sin can take coincidence or considerable effort. Before one can even begin to
a lair action to cause one of the following effects. If Master Sin is track down the current location of his palace monastery, they
using his mythic statistics, he can instead choose to take a mythic must conquer the many perils of the hells. Surrounding the
action or lair action, but not both. Master Sin can’t use the same rakshasa is a web of nefarious allies, mighty rivals, and dreaded
effect twice in a row. enemies who can provide insight into the Master’s whereabouts.
Tracking down these characters and securing the information
A 40-foot square on the ground in an area of Master Sin’s
y is no mean feat. It takes supreme acts of investigation and
choice within the lair becomes an honorable battleground. exploration to find Master Sin, especially if he does not wish to
Creatures within the area are immune to damage and effects be found.
from creatures outside the area, and vice versa. This effect
lasts for 1 hour or until Master Sin uses this option again. Trail Running. In the mood for some serious
y
exercise, Master Sin has been spotted running atop
A magical weapon appears in a free hand of a creature of
y the highest peaks on the material plane. While most
Master Sin’s choice within the lair. The weapon’s type is cho- are content to leave the fiend alone, a few dedicated
sen by Master Sin, confers a +3 bonus to attack and damage do-gooders are attempting to waylay the traveling
rolls made with the weapon, and deals an additional 3d10 Master. Such provocative behavior could set Master
damage on a successful hit while wielded by Master Sin. If Sin off, sparking a devastating, unnecessary, and
the weapon is a ranged weapon that requires ammunition, bloody battle.
it magically conjures the required ammunition when used.
The weapon lasts for 1 minute or until Master Sin uses this Visiting Professor. Master Sin makes a surprise visit to
y
option again. the sanctuary of a monastic tradition. While his intentions
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are suspect, the rakshasa claims he only wishes to observe they do not ruin the vibe. In rare instances Master Sin even
the “feeble humanoid arts” in peace and perhaps offer some brings the party to other realms. In such cases he is brazenly
helpful tips. As days turns to weeks, the isolated monastery confident, having reconstituted his body dozens of times when
pleads for help to expel Master Sin, whose hedonistic slain outside the hells.
behavior and general boorishness are proving to be too
much for even the legendary patience of monks. Social Encounters
Silken Song. Once a month in the dark of night, a strange
y
The Missing Scroll. A timeless treasure has been stolen from
y sound can be heard echoing from within Master Sin’s palace
Master Sin’s palace monastery: an ancient scroll containing the monastery: a sorrowful song in Infernal, telling of crushed
secrets of the rakshasa’s martial art, the Way of the Burning dreams and love betrayed. The orator of this woeful melody is
Claw. The fiend offers to pay any price and consort with any the only warrior Master Sin ever faced in battle and spared.
power for its return. The thief has proven extremely elusive Known as Kalindara, this black-furred rakshasa trained for
thus far. Anyone with the skill to evade Master Sin and his centuries to face Master Sin in combat so that she might
extensive resources will surely take great skill to track down. profess her love to him and prove herself his equal. Torn
between admiration and pride, Master Sin defeated her in
SOCIAL the arena but could not bring himself to destroy her. Utterly
distraught by her failure, Kalindara has resided within the
When not engaged in mortal combat, Master Sin can be found palace monastery ever since, waiting for the day she can
languishing in opulent splendor within his palace monastery. aid aspiring adventurers to defeat Master Sin and crush his
Here he indulges in the many vices befitting of the hells, inviting indomitable pride.
all manner of foul beings to partake in debaucheries minor and
major. While on the battlefield he is a merciless, sadistic enemy; The Tournament of Champions. A grand martial arts
y
everywhere else, Master Sin simply wants to have a good time. tournament is held, with invitations sent to all the great
By mortal standards these practices are quite extreme, but they warriors from across the multiverse. While the battles
are considerably more moderate than what goes on in the rest fought within this event are all lethal in nature, the
of the hells. If Master Sin cannot trust those he socializes with atmosphere is cheery. Such a contest of skill has not been
to behave themselves, he will simply leave rather than fight in a seen for millennia, with contestants ranging from gods to
manner that is beneath him. Otherwise, until it is time to fight, mortals to beings like Master Sin. Should a group of plucky
those in his company are treated like good friends, so long as heroes manage to secure a spectator invitation, it would be
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the perfect opportunity to learn of Master Sin’s skills and against certain saves, it’s important to keep the Master safe from
techniques from a safe distance. characters who can capitalize on this weakness.
When going on offense, you have many options from which to
Hellish Rivals. An archduke of hell has made an
y choose. Key to the Master’s strategy is the Way of the Burning
enemy of Master Sin and seeks allies to strike a blow Claw feature, which allows him to unleash a devastating series
against the rakshasa. The duke isn’t picky about whom of combos on focused targets. Use Tiger Kick to send characters
it enlists, but first it needs to secure invitations to the rocketing into poor positions, Khopesh to stack up damage,
palace monastery. The invitations are being auctioned and Ki Blast for when range is required. Master Sin keeps two
off at an upcoming gala for what is likely to be an powerful abilities in reserve: Roaring Ki Cannon and Finishing
extraordinary price. Presenting oneself at the gala Move. Roaring Ki Cannon is ideal for when the Master’s attacks
and then bidding for the invitation amid a soiree full aren’t proving effective, dealing damage in a huge area. Finishing
of dangerous fiends will prove to be a perilous social Move is the perfect attack to down a troublesome character,
escapade, particularly if Master Sin deigns to make an potentially completely deleting them if they’re unlucky enough
appearance. to be downed by it.
Don’t forget to track which characters are infused by the Way
COMBAT of the Burning Claw feature. Each of Master Sin’s attacks has
synergy with this feature, advantages well worth capitalizing
Master Sin loves to fight, but only on his terms. Honorable com- on for maximum effectiveness. Move quick, strike fast against a
bat full of pomp and circumstance ensures that such a conflict single foe, then retreat before the party can retaliate, and you will
is worthy of the extraordinary martial arts. Once his foes have have an ideal encounter.
agreed to such a spectacle, Master Sin fights with jubilant glee.
A battle with any foe worthy of facing his fists and blades is Easier Tactics – Don’t make full use of Master Sin’s mobility.
guaranteed to be a good fight, an experience to be savored be- Most characters struggle to move farther than 30 feet in a round
tween every blow given and each wound received. The better the and still harm their foes. Make sure to divide up the rakshasa’s
fight, the more delicious the victory. Foes who fail to meet the attacks between as many targets as possible. This will prevent
Master’s high expectations are in for a brutal experience. Master Way of the Burning Claw or too much damage from downing
Sin sadistically dismantles such victims, taking his time the way a character in a single round. Only use Impossible Step if
a cat toys with its prey. Powerful enemies are always remem- Master Sin desperately needs to retreat. The characters may well
bered, the unique taste of their ki forever a pleasant memory for appreciate the opportunity to catch their breath and will be well
the Master’s sophisticated palette. prepared for his abilities in the next round.
Combat Encounter Example Harder Tactics – Use Impossible Step every round to maximize
There are only two ways to provoke a fight with Master Sin: Master Sin’s movement, then focus on easily slain targets. Never
impress him enough to deserve a challenge, or upset him enough pass up a chance to capitalize on Way of the Burning Claw.
so he sets aside his warrior’s code to snap a few necks. No matter Use Tiger Kick to punt pesky paladins and other slow melee
the nature of the conflict, Master Sin demands it be worthy of characters far away from the Master, while keeping the pressure
story and song. Just killing his foes does not satisfy. The tales on squishier characters with Ki Blast. Once a target is low on
of their defeat must echo for centuries, preferably accompanied hit points, immediately move in with Finishing Move to wipe
by accounts of Master Sin’s extraordinary martial exploits. To them out. Keep dancing around the battlefield. The cost of losing
facilitate this experience, the rakshasa always invites spectators. two attacks is an extremely fair price to pay for the benefits of
Martial artists from across the realms are fitting observers. Such Impossible Step, and with two abilities to recharge, Master Sin
experts are the only ones who can fully appreciate Master Sin’s can definitely use the time.
talents, a spectacle any self-respecting martial artist would gladly
behold, even under such sinister circumstances. The ensuing Mythic Master Sin
battle is always to the death. Mercy and compassion are not Battling against the mythic incarnation of Master Sin should be
befitting of warriors such as Master Sin. like battling a flaming whirlwind of martial arts. While his hit
point maximum is relatively low for a mythic foe of his rating,
Tactics his high AC, damage, and mobility are essential compensators to
Battlefield Classification: Skirmisher keep him alive. While all his attacks are more fearsome thanks
Master Sin’s talents as a monk are front and center in any to Master Sin’s mythic status, his two new mythic actions can
combat encounter. His formidable movement speed coupled completely change his strategy on the battlefield. The first is
with the bonuses granted by Impossible Step ensure he can be Combo Multiplier. This deadly action allows Master Sin to
almost anywhere at any time. Use this fact in conjunction with completely dominate a single target, piling on ridiculous damage
his flexible attack options to ensure the master is engaging on as he scores hit after hit. Note that this action works on any
all fronts. Use his mobility to break line of sight. Remember, attack he makes and is especially powerful when combined with
most characters’ abilities cannot target what they cannot see, so Finishing Move. The other mythic action to explore is Patient
cover is an extremely useful tool to complement the Master’s Defense. In the event Master Sin is unable to find cover or
kit. Note Master Sin’s ridiculously high AC. Count on this expects to get attacked a lot, this action allows him to retaliate
to defend against most attacks, while taking greater efforts to with considerable lethality. Remember, attacks scored by this
avoid attempting saving throws. With relatively poor defenses feature can synergize with Way of the Burning Claw, allowing
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Master Sin to follow up and punish offending characters as soon has no need of food, drink, or sleep for 1 year, and the target
as he gets the chance. can never again be truly whole. If the target is returned to life,
it is forever afflicted with an Epic curse resulting from its loss
Mythic Effects of ki. While cursed in this manner, when a creature takes a long
As a mythic creature, the Master causes the following effects. rest, it is visited by visions of its defeat at the Master’s claws,
experiencing overwhelming shame for the duration of the rest.
Eater of Ki. When the Master slays a creature in honorable Additionally, a creature so cursed can never willingly challenge
combat, he may feast upon its ki. When he does so, the Master the Master to honorable combat again.
Master Sin
Medium fiend, lawful evil
Armor Class 28 (unarmored defense) the Master’s Way of the Burning Claw feature, the infusion ends
Hit Points 484 (51d8 + 255) and he instead scores a critical hit.
Speed 60 ft.
Tiger Kick. Melee Weapon Attack: +18 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA target. Hit: 19 (2d8 + 10) bludgeoning damage plus 7 (2d6)
27 (+8) 30 (+10) 21 (+5) 13 (+1) 26 (+8) 11 (+0) fire damage. If the target is infused via the Master’s Way of the
Burning Claw feature, the infusion ends and he may force the
Saving Throws Str +16, Dex +18, Wis +16
target to attempt a DC 26 Strength saving throw. On a failure,
Skills Acrobatics +26, Athletics +16, Insight +16, Perception +16
the target is thrown 90 feet in a straight line away from the
Damage Immunities fire; bludgeoning, piercing, and slashing
Master, landing prone.
from nonmagical sources
Condition Immunities poisoned Finishing Move (Recharge 5–6). Melee Weapon Attack: +18
Senses darkvision 120 ft., passive Perception 26 to hit, reach 5 ft., one target. Hit: 100 necrotic damage. If the
Languages Common, Infernal target is infused via the Master’s Way of the Burning Claw
Challenge 27 (105,000 XP) feature, the infusion ends, and if the target has 100 or fewer
hit points, it dies instantly as the Master tears it apart.
TRAITS Impossible Step. The Master takes the Dash, Dodge, and
Disengage actions (in any order) and then leaps a distance up to
Avoidance. When the Master succeeds on a saving throw and
his walking speed. If a spell or magical effect would prevent this
would suffer an effect on a success, he instead suffers no effect.
movement, the movement is not prevented, and the Master takes
Mythic Resistance. When the Master fails a saving throw, he 27 (5d10) force damage.
can expend one of his unspent legendary actions to succeed
Roaring Ki Cannon (Recharge 5–6). The Master projects a
instead.
blast of burning ki in a 20-foot-wide, 600-foot-long line. Each
Way of the Burning Claw. The Master practices a fiendish creature in the affected area must succeed on a DC 26 Dexterity
form of martial arts known as the Way of the Burning saving throw or take 90 (20d8) fire damage, or half as much on
Claw. His attacks count as magical for the purpose of a success. If an affected creature is infused via the Master’s Way
overcoming resistance and immunity to nonmagical attacks of the Burning Claw feature, the infusion ends and the target
and damage. becomes vulnerable to damage dealt by this effect.
Additionally, immediately after the Master scores a hit
with an attack, he can infuse his target with fiery ki. This
LEGENDARY ACTIONS
infusion lasts for 1 hour or until the Master ends the effect
(whichever comes first). While infused in this manner, a The Master can take 3 legendary actions, choosing from the
target cannot have immunity or resistance to fire damage and options below. Only one legendary action option can be used at
sheds bright light in a 20-foot radius. a time and only at the end of another creature’s turn. The Master
regains spent legendary actions at the start of his turn.
ACTIONS Readiness. The Master gains an additional reaction, which
Multiattack. The Master makes four attacks. He can forgo lasts until the end of his next turn or until he uses it (whichever
making two attacks in this manner to instead take the comes first).
Impossible Step action. Strike. The Master makes a Khopesh or Ki Blast attack.
Khopesh. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Impossible Step (Costs 2 Actions). The Master uses his
Hit: 21 (2d10 + 10) slashing damage plus 7 (2d6) fire damage. If Impossible Step action.
the target is infused via the Master’s Way of the Burning Claw
feature, the infusion ends and he may force the target to attempt a Enlightened Trance (Costs 3 Actions). The Master enters
DC 26 Constitution saving throw. On a failure, the Master regains a trance until the start of his next turn, ending all spells and
a number of hit points equal to the damage dealt by the attack. magical effects currently affecting him. Additionally, he becomes
immune to spells and magical effects for the duration of the
Ki Blast. Ranged Spell Attack: +16 to hit, range 120 ft., one trance.
target. Hit: 36 (8d6 + 8) fire damage. If the target is infused via
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Armor Class 30 (unarmored defense) Khopesh. Melee Weapon Attack: +21 to hit, reach 5 ft., one target.
Hit Points 1,197 (126d8 + 630) Hit: 32 (4d10 + 10) slashing damage plus 7 (2d6) fire damage. If
Speed 60 ft. the target is infused via the Master’s Way of the Burning Claw
feature, the infusion ends and he may force the target to attempt
STR DEX CON INT WIS CHA
a DC 29 Constitution saving throw. On a failure, the Master
27 (+8) 30 (+10) 21 (+5) 13 (+1) 30 (+10) 11 (+0) regains a number of hit points equal to the damage dealt by the
Saving Throws Str +19, Dex +21, Con +16, Int +12, Wis +21, attack.
Cha +11
Ki Blast. Ranged Spell Attack: +21 to hit, range 120 ft., one
Skills Acrobatics +32, Athletics +19, Insight +21, Perception +21
target. Hit: 50 (12d6 + 8) fire damage. If the target is infused via
Damage Immunities fire; bludgeoning, piercing, and slashing
the Master’s Way of the Burning Claw feature, the infusion ends
from non-Epic sources
and he instead scores a critical hit.
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 31 Tiger Kick. Melee Weapon Attack: +21 to hit, reach 10 ft., one
Languages Common, Infernal target. Hit: 28 (4d8 + 10) bludgeoning damage plus 7 (2d6)
Challenge Mythic 4 fire damage. If the target is infused via the Master’s Way of the
Burning Claw feature, the infusion ends and he may force the
TRAITS target to attempt a DC 29 Strength saving throw. On a failure,
the target is thrown 90 feet in a straight line away from the
Avoidance. When the Master succeeds on a saving throw and Master, landing prone.
would suffer an effect on a success, he instead suffers no effect.
Finishing Move (Recharge 5–6). Melee Weapon Attack: +21 to
Mythic Resistance. When the Master fails a saving throw, he hit, reach 5 ft., one target. Hit: 200 necrotic damage. If the target
can expend one of his unspent legendary actions to succeed is infused via the Master’s Way of the Burning Claw feature, the
instead. infusion ends, and if the target has 100 or fewer hit points, it
dies instantly as the Master tears it apart.
Way of the Burning Claw. The Master practices a fiendish
form of martial arts known as the Way of the Burning Claw. Impossible Step. The master takes the Dash, Dodge, and
His attacks count as magical for the purpose of overcoming Disengage actions (in any order) and then leaps a distance up to
resistance and immunity to nonmagical attacks and damage. his walking speed. If a spell or magical effect would prevent this
Additionally, immediately after the Master scores a hit with movement, the movement is not prevented, and the master takes
an attack, he can infuse his target with fiery ki. This infusion 27 (5d10) force damage.
lasts for 1 hour or until the Master ends the effect (whichever
Roaring Ki Cannon (Recharge 5–6). The Master projects a
comes first). While infused in this manner, a target cannot have
blast of burning ki in a 20-foot-wide, 600-foot-long line. Each
immunity or resistance to fire damage and sheds bright light in a
creature in the affected area must succeed on a DC 29 Dexterity
20-foot radius.
saving throw or take 110 (20d10) fire damage, or half as much
on a success. If an affected creature is infused via the Master’s
MYTHIC ACTIONS Way of the Burning Claw feature, the infusion ends and the
target becomes vulnerable to damage dealt by this effect.
On initiative count 20 (losing initiative ties), the Master takes a
mythic action to cause one of the following effects. The Master
can cause the same effect twice in a row. LEGENDARY ACTIONS
Combo Multiplier. When the Master scores three or more The Master can take 3 legendary actions, choosing from the
hits in one turn against a single target, he deals an additional options below. Only one legendary action option can be used at
35 (10d6) fire damage on the third hit. If the Master uses this a time and only at the end of another creature’s turn. The Master
action again, this damage increases by 35 (10d6), to a maximum regains spent legendary actions at the start of his turn.
of 175 (50d6) additional fire damage. This benefit lasts until
Readiness. The Master gains an additional reaction, which
Master Sin finishes a short or long rest.
lasts until the end of his next turn or until he uses it (whichever
Patient Defense. Until the next initiative count of 20, when comes first).
a creature misses an attack against the Master, it provokes an
Strike. The Master makes a Khopesh or Ki Blast attack.
opportunity attack from him, which he can take with either a
melee or ranged attack. If his opportunity attack hits, the Master Impossible Step (Costs 2 Actions). The Master uses his
regains his expended reaction. Impossible Step action.
Enlightened Trance (Costs 3 Actions). The Master enters
ACTIONS a trance until the start of his next turn, ending all spells and
magical effects currently affecting him. Additionally, he becomes
Multiattack. The Master makes six attacks. He can forgo
immune to spells and magical effects for the duration of the
making two attacks in this manner to instead take the
trance.
Impossible Step action.
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EP IC LEGACY • T I TAN MAGAZINE
Kalindara
Medium fiend, lawful evil
M a s t er S i n •
T h e B u r n i n g C l aw
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EP IC LEGACY • T I TAN MAGAZINE
Suffice it to say, things didn’t work out, and now Kalindara lurks REWARDS
in the shadows of Master Sin’s palace monastery. Still in love
with Master Sin, she watches for any sign of duplicity or trickery The opulent decadence of the palace monastery is filled with
against him with unceasing vigilance. She will only be satisfied countless treasures. Strange substances, weapons beyond count-
when Master Sin is defeated in fair combat. ing, and devices of unscrupulous purpose can be found around
every corner, the sum value of which is beyond counting.
However, of all the treasures Master Sin holds dear, one holds
the most significance: the single written record of his extraor-
dinary martial art, the Way of the Burning Claw. This monastic
tradition is beyond the ken of mortals to truly master, but by
studying the scroll a monk may learn some of its techniques. The
scroll containing this knowledge is one of a kind, priceless from
a cultural perspective, and powerful to any adventurer worthy
enough to read it.
M a s t er S i n •
T h e B u r n i n g C l aw
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