Large Humanoid, Unaligned
Armor Class 15
Hit Points 135 (3d8)
Speed
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
18 (+4)
CHA
11 (+0)
Senses Passive Perception 22
Languages --
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Patriotic Zealotry (6 zeal per short or long rest). The Secret Service special agent is fiercely loyal to the Enclave and its cause, granting advantage on saving throws against effects that impose the Frightened condition or attempt to manipulate the Secret Service special agent's thoughts and actions. In addition, the Secret Service special agent has access to a pool of zeal points which they can spend to activate features.

No Witnesses. Once per turn when the Secret Service special agent hits a creature with its attack, it can spend a point of zeal to deal an additional 21 (6d6) damage.

Actions

Multiattack. The Secret Service special agent makes five attacks.

Gauss Rifle. Ranged weapon attack: +11 to hit, range 90/270 ft., one target. Hit: 17 (4d6 + 3) piercing damage.

Minigun. The Secret Service special agent can pepper a 10-foot cube area within 240 feet with shots. Each creature in the targeted area must succeed on a DC 19 Dexterity saving throw (with advantage if they are more than 80 feet from the Secret Service special agent), taking 23 (8d4 + 3) piercing damage on a failed saving throw or half that on a success.

Pulse Pistol. Ranged weapon attack: +11 to hit, range 40/120 ft., one target. Hit: 13 (4d4 + 3) electrical damage.

Ripper. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Bonus Actions

Purge the Unpure. The Secret Service agent can spend a point of zeal to make one attack.

 

Reactions

Unshakable Zealotry. The Secret Service agent can spend a point of zeal when they fail a saving throw to succeed instead.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

MONOthebeasttamer

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