Master of Disguise. The Starshield Agent is an expert in assuming false identities and blending into various social circles. As an action, the Pinkerton Agent can create a disguise or adopt a new persona, granting it advantage on Charisma (Deception) checks made to maintain its cover. Additionally, while in disguise, it has advantage on Wisdom (Insight) checks made to gather information or eavesdrop on conversations without drawing attention to itself.
Saboteur. The Starshield Agent is adept at infiltrating and sabotaging its targets. It has advantage on Dexterity (Sleight of Hand) checks to disable electronic devices, locks, or other security measures, as well as Intelligence (Investigation) checks to identify weaknesses in an organization or structure.
Sneak Attack (1/Turn). The Starshield Agent deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Starshield Agent that isn't incapacitated and the Starshield Agent doesn't have disadvantage on the attack roll.
Whiskered Wonder. Bucktooth is an otter with an exceptional sense of smell. Once per day, he can use his keen sense of smell to track down any creature within 1 mile of him, even if they are hiding or invisible.
Multiattack. The Starshield Agent makes two attacks, either with its baton or its semi-automatic pistol.
Baton. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Semi-Automatic Pistol. Ranged Weapon Attack: +6 to hit, range 50/150 ft., one target. Hit: 8 (1d10+3) piercing damage.
Repossess. Bucktooth makes an attack roll (+6 to hit) contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If he wins the contest, the attack causes no damage or other ill effect, but Bucktooth grabs one item from the target that he can see. Bucktooth has disadvantage on his attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
Strike Breaker. The Starshield Agent can use a bonus action to intimidate a creature within 30 feet that it can see, forcing the target to make a DC 14 Wisdom saving throw. On a failed save, the target is frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature has succeeded on a saving throw against this ability, it is immune to the Starshield Agent's Strike Breaker for the next 24 hours.
Uncanny Dodge. when an attacker that you can see hits Bucktooth with an attack, he can use his reaction to halve the attack's damage against him.
Description
An insurance adjuster with a claim to settle.
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