Agent

Wetworks Operative, Medium Biological Carapacian (Tier 2, CR 1)

Core Numerics

StatValueStatValue
Tier2Hit Points36 HP
Initiative+13Speed40 ft.
Damage (base)6Damage (mod)+3

Base Stats

AttributeSTRCONDEXINTWISCHA
Modifier+9+8+6+10+10+10

Defenses

DefenseValueDefenseValueDefenseValue
AC16Aegis0Fort16
Ref18Will17DC15

Anatomy

Head (+4): +50% damage to headshots. Artery (Secret: DC) (+4): Has 7 HP. If destroyed, target has DoT (7, until healed with psionics) Shatterpoint (Secret: DC) (+0): Attacks against this have +2 to crit, and critical hits Daze (1 round). Vitals (Secret: DC) (+2): Can be grappled, damaging or grappling this Dazes (1 round or while grappled) them. Inflicts Setback (2, duration of Daze) instead if the attack already Dazes. Arms (2) (+2): Required to use items, grapple, and perform actions. Has disadvantage to grapple for 1 round if hit, or forces immediate grapple check against attack roll to maintain it if one is active. Legs (2) (+2): If an attack/ability deals any effect besides damage to at least one leg, it also inflicts Cripple (10, 1 round). Tool (rifle) (+2): Has 3 HP, required to use certain actions.

Traits

War Training (officer): Whenever this creature uses a unit with War Training (army) as cover, it counts it as +6 to cover bonuses, but any attacks that miss automatically hit that covering unit.

Actions

Sniper Rifle: Major action - Ranged weapon attack, two arms, rifle, 120 ft. range, single-target, 9 damage, attack roll has advantage, Cooldown (1). Melee: Major action - Melee weapon attack, 5 ft. range, single-target, 6 damage. Bloodied Focus: Special - When the Agent is at half HP or less, they ignore all maluses and disadvantage to attack rolls and skill checks. Quickening: Special - The Agent has a second minor action per turn. This second minor is lost if they start the turn with any negative conditions.

Tactics

Standard ranged tactics, kite and shoot. Consider Distract for one of its two minors given its natural advantage.

Drops

30 EXP

Description

Fitting for their role, there is no equivalent to this unit in chess. The agents do as their monarch commands, moving in the dark.