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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