{"name":"Agent","challenge_rating":"8","types":"Humanoid","xp":"4200","size":"Small","sizer":"Large","armor_class":"17 (Studded leather)","hit_points":"80","speed":"30ft","ini_mod":"5","strength":"14","dexterity":"20","dexterity_p":"1","constitution":"14","intelligence":"16","intelligence_p":"1","wisdom":"11","charisma":"10","strength_mod":"","dexterity_mod":"","constitution_mod":"","intelligence_mod":"","wisdom_mod":"","charisma_mod":"","skills":"Acrobatics +8, Perception +7, Stealth +11 (A)","vulnerabilities":"","resistances":"Poison","immunities":"Poisoned","senses":"Blindsight 60ft, Darkvision 60 ft","gear":"Daggers, Sonic detector, Dart gun, Camouflage Cloak, Studded leather","treasure":"[roll:5d12+50] gp","languages":"Common","pb":"+3","description":"An elite agent trained in the use of poisons and novel gadgetry.\r\n\r\n[h2]Tactics[\/h2]\r\nGoes into hiding and attacks at range with the Dart gun. Uses its Gadget to run and hide.","traits":"[b][i]Poison Expert.[\/i][\/b] The agent is adapt at creating and using a wide variety of poisons. They immunity to the Poisoned condition and are Resistant to Poison.","actions":"[b]Makes two attacks or use a gadget.[\/b]\r\n[br]\r\n[br][b][i]Dagger.[\/i][\/b] If you attack three times make one more free attack. [roll:1d20+8], on hit [roll:1d4+5] Piercing damage, Can add Poison effect on hit. Nick: make a second free attack once per turn.\r\n[ol]\r\n  [li][b]Deadly Poison.[\/b] The creature makes a Constitution Save DC14, on failure they take [roll:4d6] Poison damage, on success half. If they fail the Saving Throw by 10 points they drop to 0 Hit Points, become Unconscious and start making Death Saving Throws.[\/li]\r\n  [li][b]Paralyze.[\/b] The creature makes a Constitution Save DC14, on failure they are Paralyzed for 3 turns, on success they ignore the effect. The creature may re-roll the Constitution Save at the end of their turn.[\/li]\r\n  [li][b]Red Rage.[\/b] The creature makes a Wisdom Save DC14, on failure they become Charmed and make Weapon or Unarmed attacks against the closest creature for 3 rounds, on success they ignore the effect. They can retake the Wisdom Saving Throw at the end of their turn.[\/li]\r\n  [li][b]Sleep Poison.[\/b] The creature makes a Constitution Save DC14, on failure they fall asleep for 1 hour until they take damage or are shaken, on success they ignore the effect.[\/li]\r\n[\/ol]\r\n[b][i]Sneak Attack.[\/i][\/b] Add [roll:4d6] damage to the attack when you have advantage. Can do [roll:3d6] instead and use a Trip or Withdraw action.\r\n[br]\r\n[b]Trip.[\/b] The creature must make a Dexterity Saving Throw DC16 or fall Prone.\r\n[br]\r\n[b]Withdraw.[\/b] The Agent moves 20 ft. without taking an opportunity attack.\r\n[br]\r\n[br]Gadget Save DC14.\r\n[br]\r\n[br][b][i]Dart gun.[\/i][\/b] Fires a dart at a target you can see within 30 ft. To hit, [roll:1d20+8], on hit the target suffers one of the effects below:\r\n[ol]\r\n  [li][b]Deadly Poison.[\/b] The creature makes a Constitution Save DC14, on failure they take [roll:4d6] Poison damage, on success half. If they fail the Saving Throw by 10 points they drop to 0 Hit Points, become Unconscious and start making Death Saving Throws.[\/li]\r\n  [li][b]Paralyze.[\/b] The creature makes a Constitution Save DC14, on failure they are Paralyzed for 3 turns, on success they ignore the effect. The creature may re-roll the Constitution Save at the end of their turn.[\/li]\r\n  [li][b]Red Rage.[\/b] The creature makes a Wisdom Save DC14, on failure they become Charmed and make Weapon or Unarmed attacks against the closest creature for 3 rounds, on success they ignore the effect. They can retake the Wisdom Saving Throw at the end of their turn.[\/li]\r\n  [li][b]Sleep Poison.[\/b] The creature makes a Constitution Save DC14, on failure they fall asleep for 1 hour until they take damage or are shaken, on success they ignore the effect.[\/li]\r\n[\/ol]\r\n[b][i]Teleport pack. (3\/day)[\/i][\/b] Teleport to a spot you can see within 30 ft. You do not trigger an Opportunity Attack when in 5 ft of an enemy.\r\n[br]\r\n[br][b][i]Camouflage Cloak. (2\/rounds)[\/i][\/b] Grants Invisibility as long as you don't move until its Power runs out.","bactions":"[br][b][i]Cunning action.[\/i][\/b] The Agent takes the Dash, Disengage, or Hide action.\r\n[br]\r\n[b][i]Steady Aim.[\/i][\/b] Use a Bonus Action to give yourself Advantage on the attack. Can only use if you haven't moved and your speed becomes 0.\r\n[br]\r\n[b][i]Reload Battery. (1\/day)[\/i][\/b] Use a Bonus Action to recharge one of your gadgets.","reactions":"[b][i]Parry.[\/i][\/b] Add +2 to AC when deflecting an attack.","legactions":"","imageid":"7022777","source":"Homebrew","vintage":"0","tags":"","isShared":"on","templateId":"17210","blockId":"1577477","world":"d027f1bd-d8f3-44b3-973d-b4acd6b5464e","folder":"41250"}