| 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 |
• Olyrion Conjuring Implants. The agent can summon up to three specialized constructs for 1 minute or until destroyed:
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Attack Proxy – AC 14, HP 45 (6d8 +18), Melee Attack: +6 to hit, 12 (2d10 +1) force damage.
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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.
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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.
• 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).
• 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.
• 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.
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.
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