Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.
Cunning Action. On each of its turns, the agent can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The agent deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the agent that isn’t incapacitated and the agent doesn’t have disadvantage on the attack roll.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Final Messenger. If the agent is disabled, destroyed, or rendered unconscious, its final messenger flies off to warn Saber. The final messenger is a delicate winged assembly that deploys from the agent’s chest and carries a vision of its last moments. It has armor class 20, 10 hit points, and a fly speed of 60 ft.
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