Medium or Small Humanoid, Lawful Neutral
AC 17    Initiative +10 (20)
HP 152 (16d8 + 80)
Speed 30 ft., Fly 30 ft.
Mod Save
STR 12 +1 +1
DEX 20 +5 +18
CON 18 +4 +16
Mod Save
INT 16 +3 +3
WIS 15 +2 +12
CHA 12 +1 +1
Skills Arcana +8, Intimidation +9, Perception +6, Stealth +8
Resistances Force, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60ft., Truesight 30ft.; Passive Perception 20
Languages Common, Thieves' Cant
CR 12 (XP 8,400; PB +4)
Traits

Olyrion Rifle Implant. The agent wields a magitech sniper rifle fused into its body. The weapon is considered magical and cannot be disarmed.

Adaptive Targeting. Once per turn, the agent can reroll a missed ranged attack roll.

Olyrion Implants. The agent is enhanced by ancient grafts:
 • Arcane Optics: The agent ignores half and three-quarters cover when making ranged attacks.
 • Stabilizers: The agent can remain perfectly still, gaining advantage on one ranged attack if it does not move during its turn.
 • Neural Reflexes: The agent has advantage on Dexterity saving throws against effects it can see.

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

Brainwashed Loyalty. The agent is conditioned to obey without question. It has disadvantage on saving throws against charm effects.

Actions

Multiattack. The agent makes two ranged attacks or one ranged and one melee attack.

Magitech Rifle. Ranged Weapon Attack: +9 to hit, range 300/1,200 ft., one target. Hit: 21 (3d10 + 5) force damage.

Overcharged Shot (Recharge 5–6). The agent fires a crackling arcane round. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 28 (4d10 + 5) force damage, and the target must succeed on a DC 16 Strength saving throw or be pushed 10 ft. and knocked prone.

Arcane Bayonet. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing plus 7 (2d6) force damage.

Bonus Actions

Phase Step (Recharge 5–6). The agent teleports up to 20 ft. to an unoccupied space it can see.

Suppressive Fire. After hitting with a ranged attack, the agent forces the target to make a DC 16 Wisdom saving throw or have disadvantage on attack rolls until the start of the agent’s next turn.

Reactions

Evasive Roll. When targeted by a ranged attack, the agent halves the damage taken.

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.

Countershot (Recharge 6). When a hostile creature within 120 ft. makes a ranged attack, the agent makes one rifle attack against them. On a hit, the triggering attack is made with disadvantage.

Legendary Actions

The agent can take 2 legendary actions, only one at a time, at the end of another creature’s turn:

Move. The agent moves up to half its speed without provoking opportunity attacks.

Precision Shot. The agent makes one Magitech Rifle attack against a creature within range.

Suppressive Pulse (Costs 2 Actions). The agent targets up to two creatures of its choice within 30 ft. Each must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls until the start of the agent’s next turn.

Description

The Marksman is the long-range counterpart to the melee Arcane Agents. Designed for precision elimination, they serve as assassins and overwatch specialists, covering squads from high vantage points or dismantling enemies from afar. Each is surgically fused with an Olyrion rifle, their vision enhanced with arcane optics that pierce darkness, fog, and cover.

They retain the same neural-link implants as their melee brethren, allowing them to counter hostile magic and project illusions, making them as dangerous against spellcasters as they are against front-line fighters. Of the thirteen active agents, Marksmen are deployed rarely and surgically, often paired with melee operatives to create devastating hunter-killer squads.

Monster Tags: humanoid

Habitat: Any

AshKetJap

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