Amphibious: Perry can breathe air and water.
Hat Switch (1/Day): As a bonus action, Perry can choose to either put on or remove his fedora, gaining the following benefits:
- With Hat (Agent Mode): Perry gains advantage on attack rolls against creatures who have not yet acted in combat.
- Without Hat (Platypus Mode): Perry becomes nearly indistinguishable from a normal platypus, gaining +5 to Stealth checks and advantage on ability checks made to avoid detection.
Martial Training: Perry's unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
Enhanced Reflexes: Perry has advantage on Dexterity saving throws against effects he can see, such as traps and spells.
Multiattack: Perry makes two attacks with his unarmed strike or gadgets.
Unarmed Strike: Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
- Hit: 1d6 + 4 bludgeoning damage.
Gadget Strike (Recharge 5–6): Perry uses one of his secret agent gadgets to deal precision damage.
- Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target.
- Hit: 2d8 + 4 force damage.
Tranquilizer Dart (1/Day): Perry shoots a tranquilizer dart at a target within 30 feet.
- Ranged Weapon Attack: +7 to hit.
- Hit: The target must succeed on a DC 14 Constitution saving throw or be incapacitated for 1 minute.
Nimble Escape: Perry can take the Dash, Disengage, or Hide action as a bonus action on his turn.
Description
Perry the Platypus, also known as Agent P, is a master of stealth, agility, and improvisation. His unassuming platypus appearance allows him to blend into any environment, especially when he removes his signature fedora. When the hat is on, he becomes the ultimate secret agent, using a combination of martial arts, cunning, and high-tech gadgets to outwit his enemies. Despite his serious demeanor in Agent Mode, Perry exhibits a playful side that complements his extraordinary skills.
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