Step of the Wind (1/Day). The agent can take the disengage or dash action on its turn as a bonus action.
Unarmored Defense. While the agent wears no armor and uses no shield, it adds its Wisdom modifier to its armor class (included).
Multiattack. The agent makes two attacks with its unarmed strikes or one attack with its unarmed strike and one attack with its stunning fist.
Unarmed strike. Melee Weapon Attack: +4 to hit, reach 5 ft ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Stunning fist (Recharge 6). Melee Weapon Attack: +4 to hit, reach 5 ft ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of the agent’s next turn.
Comments