Medium Humanoid (Any Race, Druid), Neutral Good
Armor Class 16 Leather armor and a wooden shield
Hit Points 69 (10d8 + 24)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws INT +6, WIS +8
Skills Deception +8, Medicine +8, Nature +8
Senses Darkvision 60 ft, Passive Perception 17
Languages Common, Druidic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Wild Shape (2/short rest). Agent Crow can wild shape into any beast with a CR of 1 or less.

Symbiotic Entity. As an action, Agent Crow can expend a use of wild shape to awaken their spores, gaining 40 temporary hit points and grants the following benefits:

  • When Agent Crow deals their Halo of Spores damage, they can roll a second d8 and add it to the total damage dealt. 
  • Agent Crow's melee weapon attacks deal an extra 1d6 necrotic damage. 

This effect lasts for ten minutes, until Agent Crow loses all temporary hit points, or until they use their wild shape feature again. 

Fungal Infestation (4/day). If a beast or a humanoid that is small or medium dies within 10 feet of Agent Crow, Agent Crow can use their reaction to animate it, causing it to stand up immediately with 1 hit point. It uses the Zombie stats from the monster manual, except it can only make one attack per turn. It remains animate for 1 hour after which time it collapses and dies. The zombie takes its turn immediately after Agent Crow's, obeying all mental commands. 

Spellcasting. Agent Crow is a 10th-level spellcaster. Agent Crow's spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Agent Crow has the following Druid spells prepared:
Cantrips (at will): chill touch, poison spray, shillelagh, resistance, thorn whip
1st level (4 slots): Detect Poison and Disease, Purify Food and Drink, Cure Wounds, entangle

2nd level (3 slots): blindness/deafness, gentle repose, protection from poison, hold person, barkskin

3rd level (3 slots): animate dead, gaseous form, feign death, dispel magic

4th level (3 slots): blight, confusion, hallucinatory terrain, polymorph

5th level (2 slots): cloudkill, contagion, insect plague, mass cure wounds

Actions

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 2) slashing damage. 

Bonus Actions

Spreading Spores. As a bonus action, while Symbiotic Entity is active, Agent Crow can hurl spores up to 30 feet away, creating a 10-foot cube for 1 minute. The spores disappear if Agent Crow uses this feature again, if dropped as a bonus action, or if Symbiotic Entity is no longer active. Whenever a creature moves into the cube or starts its turn there, it takes Agent Crow's Halo of Spores damage if it fails a DC 16 Constitution saving throw. A creature can only take this damage once per turn. 

Reactions

Halo of Spores. Agent Crow is constantly surrounded by invisible, necrotic spores. When a creature moves within 10 feet of Agent Crow or starts its turn within 10 feet of Agent Crow, Agent Crow can use their reaction to force that creature to make a DC 16 Constitution saving throw, taking 1d8 necrotic damage on a failure. 

Description

The Court of Order is made up of many members, all using their specialized skills to serve the Sanitas Sanctorium in their efforts of protecting the peace and ensuring the mental health of the realm. 

Agent Crow is the same as the many Agent Crows that came before them. Every member of the Court of Order passes their title onto a promising protege, and every member hides their true identity behind a mask, and they would like to keep it that way. 

Agent Crow specializes in potions and poisons, being deemed the master of Contagion Containment. 

Previous Versions

Name Date Modified Views Adds Version Actions
2/3/2022 10:24:06 PM
1
0
1
Coming Soon
MaxMadison

Comments

Posts Quoted:
Reply
Clear All Quotes