Master Assassin: Agent 47 has advantage on all stealth checks.
Master Thrower: Agent 47 cannot miss while throwing anything. And if any creature gets hit by something he throws they have to undergo a constitution saving throw or become unconscious. DC 15
Master Crowd Surfer: Agent 47 cannot trigger opportunity attacks.
Fish Strike: +7 to hit, reach 5 ft., 1 target. Hit: 1 (2d6 + 5) bludgeoning damage. On successful hit target must undergo constitution saving throw or become unconscious for 2 turns. DC 15
Silenced Shot: +7 to hit, range 50 ft., 1 target. Hit: 1 (3d8 + 5) Piercing damage. Does quad instead of double damage on a natural 20. In stealth Agent 47 must undergo a dexterity saving throw or everyone in 100 feet can hear it. DC 12
Snap Neck: Agent 47 can snap the neck of any humanoid creature that is unconscious. The creature must undergo a constitution saving throw. DC 16 If the creature fails they take 6d12 pure damage. If the creature succeeds they take half damage.
Subdue: Agent 47 can attempt to knock out any creature within 5 feet of him that is not aware of him. The creature must undergo a dexterity or strength saving throw (Which ever one is higher) or become unconscious. DC 16
Sixth Sense: Agent 47 can use a bonus action to see items and people through surfaces from 30 feet away. People and items of interest are highlighted in yellow or red.
Jump: Agent 47 can jump a distance equivalent to his strength modifier.
Counter: If someone makes an attack on agent 47 he can respond with an unarmed strike as an reaction. On successful hit target must undergo a constitution saving throw or become staggered. DC 12
Opportunity Attack: Agent 47 can attack any creature leaving his melee range as a reaction.
THE DUCK: Agent 47 deploys or throws an unassuming duck as a bonus action. The duck requires a perception check of 18 to perceive as a threat. Agent 47 can then use an action to detonate the duck. Dealing (4d12) to anyone within 20 feet of the duck. This action can only be used once per long rest.
Description
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments