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Homebrew

Elite Agent
SMALL HUMANOID

Treasure: 10d12+250 gp

An elite agent trained in the use of poisons and novel gadgetry.  

Tactics

Goes into hiding and attacks at range with the Dart gun. Uses its Gadget to run and hide.

Armor Class: 18 (Tactical Vest)

Initiative: +11 (21)

Hit Points: 150

Speed: 30ft

Challenge: 12 (XP 8000; PB +4)
    MOD SAVE
STR 14 +2 +2
DEX 22 +6 +10
CON 16 +3 +3
    MOD SAVE
INT 18 +4 +8
WIS 11 +0 +0
CHA 10 +0 +0

Skills: Acrobatics +10, Perception +7, Stealth +15 (A)

Resistances: Poison

Immunities: Poisoned

Gear: Daggers, Sonic detector, Dart gun, Teleport pack, Energy Shield, Light-Bending Device, Tactical Vest

Senses: Blindsight 60ft, Darkvision 60 ft

Languages: Common


Traits

Poison Expert. 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

Makes three attacks or use a gadget.

Dagger. If you attack three times make one more free attack. 1d20+10 , on hit 1d4+6 Piercing damage, Can add Poison effect on hit. Nick: make a second free attack once per turn.

  1. Deadly Poison. The creature makes a Constitution Save DC16, on failure they take 6d6 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.
  2. Paralyze. The creature makes a Constitution Save DC16, 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.
  3. Red Rage. The creature makes a Wisdom Save DC16, 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.
  4. Sleep Poison. The creature makes a Constitution Save DC16, on failure they fall asleep for 1 hour until they take damage or are shaken, on success they ignore the effect.
Sneak Attack. Add 6d6 damage to the attack when you have advantage. Can do 5d6 instead and use a Trip or Withdraw action.
Trip. The creature must make a Dexterity Saving Throw DC18 or fall Prone.
Withdraw. The Agent moves 20 ft. without taking an opportunity attack.

Gadget Save DC16.

Dart gun. Fires a dart at a target you can see within 30 ft. To hit, 1d20+10 , on hit the target suffers one of the effects below:
  1. Deadly Poison. The creature makes a Constitution Save DC16, on failure they take 6d6 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.
  2. Paralyze. The creature makes a Constitution Save DC16, 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.
  3. Red Rage. The creature makes a Wisdom Save DC16, 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.
  4. Sleep Poison. The creature makes a Constitution Save DC16, on failure they fall asleep for 1 hour until they take damage or are shaken, on success they ignore the effect.
Teleport pack. (3/day) Teleport to a spot you can see within 30 ft. You do not trigger an Opportunity Attack when in 5 ft of an enemy.

Energy Shield. (3/rounds) Increases your AC by 2 and grants Advantage on all Saving Throws.

Light-Bending Device. (2/rounds) Grants Invisibility until its Power runs out.


Bonus Actions


Cunning action. The Agent takes the Dash, Disengage, or Hide action.
Steady Aim. Use a Bonus Action to give yourself Advantage on the attack. Can only use if you haven't moved and your speed becomes 0.
Reload Battery. (2/day) Use a Bonus Action to recharge one of your gadgets.


Reactions

Parry. Add +2 to AC when deflecting an attack.


Created by

nasandre.

Statblock Type

Monster/NPC

Link/Embed