Medium or Small Humanoid, Lawful Neutral
AC 15    Initiative +10 (20)
HP 128 (15d8 + 60)
Speed 30 ft., Fly 30 ft.
Mod Save
STR 10 +0 +0
DEX 18 +4 +16
CON 16 +3 +15
Mod Save
INT 18 +4 +4
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 Conjuring Implants. The agent can summon up to three specialized constructs for 1 minute or until destroyed:

  • Attack Proxy – AC 14, HP 45 (6d8 +18), Melee Attack: +6 to hit, 12 (2d10 +1) force damage.

  • Defense Proxy – AC 16, HP 50 (7d8 +21), grants a 10-ft. aura that adds +2 AC to allies and can absorb 20 damage per turn.

  • Healing Proxy – AC 12, HP 40 (5d8 +15), heals 10 (2d6 +3) HP to one ally or itself per turn.

• Glass Cannon Design. Extremely high offensive output but low durability. Relies on mobility, positioning, and proxies to avoid being targeted.

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

• Brainwashed Loyalty. Fully obedient to Aetherion orders; disadvantage on saving throws against charm or frighten effects.

• Arcane Awareness. Cannot be surprised while conscious and aware of a creature within 60 ft.


 

Actions

• Arcane Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d10 +4) slashing + 4 (1d8) force damage.

• Summon Proxies (Recharge 5–6). Conjures up to three constructs simultaneously: attack, defense, healing. Each acts on the agent’s initiative and fades if destroyed.

• Arcane Burst. 10-ft.-radius sphere within 60 ft. Each creature makes a DC 16 Dex save, taking 27 (6d8) force damage on a failed save, or half as much on a success. Can empower or coordinate with proxies (extra proxy action).

Bonus Actions

• Summoner’s Shift. Teleport up to 20 ft. to an unoccupied space; proxies may follow within 10 ft.

• Implant Overcharge (Recharge 6). Choose one: +1 AC until start of next turn, regain 12 (2d8 +3) HP, or empower proxies to attack immediately.

Reactions

• Arcane Counter. Use counterspell (if available from Neural Link) when a creature casts a spell within 60 ft.

• Reactive Pulse. When hit by a melee attack, releases a 10-ft. shockwave. DC 16 Dex save, take 9 (2d8) force damage on fail.

Legendary Actions

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

• Move. Relocate up to half speed without provoking opportunity attacks.
• Summon Proxy Attack. One summoned construct makes an attack.
• Arcane Volley (Costs 2 Actions). 15-ft.-radius sphere; creatures must make DC 16 Dex save or take 18 (4d8) force damage.

Description

The Summoner AAA is a fragile but devastating battlefield manipulator. Using a magical sword and three specialized proxies — attack, defense, and healing — it delivers massive damage, supports allies, and controls the fight. Without its summons, it is extremely vulnerable. It operates alongside Marksman and Melee AAA agents, forming elite, high-lethality squads.

Monster Tags: humanoid

Habitat: Any

AshKetJap

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