Medium Humanoid (Any Race), Neutral Good
Armor Class 19 Natural/Unarmored Defense
Hit Points 105 (10d10 + 50)
Speed 45 ft.
STR
18 (+4)
DEX
18 (+4)
CON
20 (+5)
INT
10 (+0)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +8, DEX +8, CON +9
Skills Acrobatics +8, Athletics +8, Intimidation +8
Senses Passive Perception 17
Languages Common, Giant, Orc
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Spirit Seeker. Agent Vulture can cast beast sense and speak with animals as ritual spells.

Ki. Agent Vulture has 7 ki points he can use for the following effects:

  • Flurry of Blows: Immediately after Agent Vulture takes the attack action on their turn, they can spend one ki point to two unarmed strikes as a bonus action.
  • Patient Defense: Agent Vulture can spend 1 ki point to take the Dodge action as a bonus action.
  • Step of the Wind: Agent Vulture can spend 1 ki point to take the disengage or dash action as a bonus action on their turn, and their jump distance is doubled. 
  • Stunning Strike: When Agent Vulture hits another creature with an attack, they can spend 1 ki point to force that creature to make a DC 15 Constitution saving throw, stunning them on a failure. 

Open Hand Technique. When Agent Vulture hits a creature with a Flurry of Blows attack, they can impose one of the following effects:

  • The target must succeed a DC 15 Dexterity saving throw or be knocked prone. 
  • The target must succeed a DC 15 Strength saving throw or be pushed 15 feet away.
  • The target cannot take reactions until the end of Agent Vulture's next turn.

Deflect Missiles. When hit by a ranged attack, Agent Vulture can reduce the damage by 1d10+14. If the damage is reduced to 0, Agent Vulture catches the missile if they have a free hand. They can then make a ranged attack with the missile as part of the same reaction; +9 to hit, 20/60 range. 

Slow Fall. Agent Vulture can take their reaction when falling to reduce any falling damage by 50. 

Ki-Empowered Strikes. Agent Vulture's unarmed strikes count as magical for the purpose of overcoming resistances. 

Evasion. When Agent Vulture is subjected to a dexterity saving throw for half damage, they take half damage on fail and no damage on a success. 

Stillness of Mind. Agent Vulture can use an action to end an effect on themselves that is causing them to be charmed or frightened. 

Wholeness of Body (1/day). As an action, Agent Vulture can regain 30 hit points. 

Relentless Endurance (1/day). When Agent Vulture would be reduced to 0 hit points but not killed outright, they drop to 1 hit point instead.

Actions

Multiattack. Agent Vulture can make two unarmed strikes. They can also use their ki points for any of these attacks or to make additional attacks if allowed.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 4) bludgeoning damage. 

Bonus Actions

Rage. As a bonus action, Agent Vulture can enter a rage, gaining resistance to all damage except psychic. 

Description

The Court of Order is composed of elite agents to protect the peace and ensure the well-being of the realm. They are considered masters of their craft, and always have a mask and moniker which are passed from master to apprentice. They work tirelessly and anonymously across the world.

Agent Vulture is a master of combat, known as the Enforcer of the group. Agent Vulture is often on the front lines, locking down opponents and neutralizing threats up close.

MaxMadison

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