If a successful hack is made on this creature, it will gain advantage on its next roll.
Hacking rules: Both creatures make an Intelligence Check, and the creature being hacked Add's its initiative bonus to the Intel roll. (If the DC is higher than 15, the creature adds their AC instead of initiative bonus). On a failed check, the hack will be successful. If not, the hack will fail. Then, the creature being attacked will make a Wisdom saving throw to determine if it could tell if it was being hacked.
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