Medium or Small Humanoid, Lawful Neutral
AC 18    Initiative +10 (20)
HP 170 (20d8 + 80)
Speed 30 ft., Fly 30 ft. Hover
Mod Save
STR 16 +3 +3
DEX 18 +4 +16
CON 18 +4 +16
Mod Save
INT 16 +3 +3
WIS 14 +2 +12
CHA 12 +1 +1
Skills Arcana +8, Intimidation +9, Perception +6, Stealth +8
Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60ft., Truesight 30ft.; Passive Perception 16
Languages Common, Thieves' Cant
CR 12 (XP 8,400; PB +4)
Traits

Olyrion Artifact Implants. The agent has 1–3 implanted Olyrion artifacts that grant magical effects:

  • Arcane Overcharge (Recharge 5–6): When hit by a melee attack, the agent can release a 15-ft. shockwave. Each creature of its choice in the area must make a DC 16 Dexterity saving throw, taking 14 (4d6) force damage on a failed save, or half as much on a success.

  • Embedded Blade: One arm can transform into a shimmering arcane blade. Melee weapon attacks with this blade are magical (+8 to hit, 1d8 +6 slashing + 1d8 force).

  • Neural Link: The agent can cast mirror image at will and counterspell (3/day, 3rd level) without components.

  • Flight Module: The agent can fly 30 ft. and hover.

Brainwashed Loyalty. The agent is conditioned to obey orders without question. It has disadvantage on saving throws against charm or frighten effects and will not voluntarily flee.

Legendary Awareness. The agent cannot be surprised while conscious and aware of a creature within 60 ft.

Actions

Multiattack. The agent makes three attacks: two with its arcane blade and one with its ranged artifact attack.

Arcane Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 +6) slashing plus 4 (1d8) force damage.

Arcane Shot (Recharge 5–6). The agent fires a magical projectile in a 60-ft. line, 5 ft. wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much on a success.

Blade Dance (1/day). The agent enters a magical dance for 1 minute. While dancing, it gains the following benefits:

  • +2 AC

  • +2 to attack rolls

  • +10 ft. movement speed

  • Advantage on Dexterity saving throws

Bonus Actions

Blade Step. The agent magically teleports up to 15 ft. to an unoccupied space it can see, as long as it appears adjacent to a creature it can attack this turn.

Quick Strike. After using Multiattack, the agent makes one additional melee attack with its Arcane Blade.

Implant Surge (Recharge 6). The agent channels an Olyrion implant to bolster itself, gaining one of the following until the start of its next turn: +1 AC, +10 ft. movement, or regaining 8 (1d8 +4) hit points.

Reactions

Parry. The agent adds +2 to its AC against one melee attack that would hit it.

Arcane Counter. The agent can use counterspell (if available from Neural Link) as a reaction when it sees a creature within 60 ft. casting a spell.

Reactive Shockwave (1/day). When hit by a melee attack, the agent releases a 10-ft. force pulse. Each creature of its choice in that area must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) force damage.

Legendary Actions

The agent can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

Move. The agent moves up to half its speed without provoking opportunity attacks.
Strike. The agent makes one melee attack.
Arcane Pulse (Costs 2 Actions). All creatures within 10 ft. of the agent must succeed on a DC 16 Dexterity saving throw or take 13 (3d8) force damage.

Description

Aetherion Arcane Agents are the most secretive and dangerous soldiers of Aetherion, created through ruthless conditioning and ancient Olyrion implants. They blend martial training, arcane grafts, and unwavering obedience to serve as assassins, infiltrators, and strike leaders. Operating in coordinated squads, they strike swiftly and vanish just as quickly, leaving only devastation behind.

Only 13 are believed to exist, though whispers persist of a 14th whose conditioning failed—an anomaly that Aetherion fears as much as it denies.

Monster Tags: humanoid

Habitat: Any

AshKetJap

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