Agents orders. Theta can speak to any of their sleeper Agents, and they will be unable to lie to them.
Sneak attack. Once per turn when Theta deals damage to a creature, Theta can deal an additional 28 (8d6) piercing damage, provided it meets one of the following requirements: the creautre has another hostile creature within 5 feet of it, or the target creature and Theta are not within 5 feet of either's allies, or Theta has advatnage on their attack rolls.
Action Name. Theta can make 2 attacks with their Dagger
Dagger. Melee and Ranged Weapon Attack: +8 to hit, reach 5 ft., range 30/60 ft. 1 target. Hit: 9 (2d4 + 4) piercing damage plus 10 (4d4) poison damage.
Flash bomb. Theta throws an explosive device at a point within 30 feet; each creature in a 20-foot emanation of that point must make a DC 15 Dexterity saving throw or take 22 (4d10) bludgoning damage and be knocked prone.
Cunning Action. On Theta's turn, they can take one of the following actions as a Bonus Action: Utilise, Dash, Disengage, or Hide.
Skirmish. When a creature damages Theta with an attack, they can use their reaction to move up to their speed without provoking opportunity attacks
Description
Enter a general description for your monster here.
Comments