Medium Humanoid, Lawful Evil
Armor Class 21 (inhuman dodging ability and reflexes)
Hit Points 280 (24d8 + 192)
Speed 60 ft.
STR
22 (+6)
DEX
26 (+8)
CON
26 (+8)
INT
20 (+5)
WIS
18 (+4)
CHA
16 (+3)
Skills Acrobatics +31, Athletics +13
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened
Senses Passive Perception 25
Languages All, Telepathy ( only with copies of himself)
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Uncanny Reflexes. Agent Smith has advantage on all Dexterity checks and saving throws.

Bullet Time. When hit by ranged attacks, Smith can use his reaction to half damage, or move up to 30 feet without provoking opportunity times..

Martial Arts expert. Smith is proficient with unarmed strikes and may make up to 3 unarmed strikes, per attack action dealing up to 2d10+6 bludgeoning damage

Regeneration. Smith regains 20 hit points at the start of his turn if he has at least 1 Hit point.

Replicate (1/Day). Smith can create 1-3 copies of himself in  adjacent unoccupied spaces. These copies share his stats but only have 50 Hit points and when they reach 0 Hit points they vanish. They only have the unarmed strike ability. Each copy can act independently on the initiative of the original.

Programmed Persistence. If Smith is reduced to 0 Hit points he can make a DC 20 Constitution saving throw. . On a success, he gains 1 Hit point

 

 

Actions

Multiattack. Smith makes three unarmed strikes or two unarmed attacks and a ranged attack.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 18 (2d10 + 6) bludgeoning  damage.

Pistol (optional). Ranged Weapon Attack: +15 to hit, range 100/400 ft., 1 target. Hit: 22 (3d10 + 6) piercing damage. Smith can also fire up to 3 shots per action

Replicating Strike (Recharge 5-6). . Smith targets a single creature and if it hits, the target must make a DC 22 Strength or Dexterity saving throw (their choice) or be grappled by an illusory duplicate of Smith. Grappled creatures take 4d6 bludgeoning damage at the start of their turn unless freed.

 

Reactions

Bullet time. Ranged attacks.

Legendary Actions

Agent Smith can make three legendary attacks, one at a time at the end of another's creature turn.

Martial Flurry (Costs 1 Actions). Agent Smith makes two unarmed strikes

Teleport (Costs 1 Actions). Smith Teleports up to 30 feet without provoking opportunity attacks.

Bullet Dodge (Costs 2 Actions). Smith automatically negates one ranged attack targeting Smith before the start of his next turn.

Copy  (Costs 3 Actions). Smith creates a temporary copy of Smith in an adjacent space with 25 Hit points that acts immediately..

Mythic Actions

Optional traits for an encounter.

Endless Replication- every creature Smith kills has a 50% chance to rise again as a duplicate of Smith. 

Virtual Instability- Every 3 rounds the terrain shifts randomly, requiring DC 18 Acrobatics checks or instantly halted movements.

Description

Agent Smith is an agent designed by the AI overlords running the Matrix, he look like a basic white dude, but is in reality a highly dangerous and well trained agent. 

Lair and Lair Actions

Agent Smith's lair is an urban megacity in a virtual stimulation, opponents can enter with plane shift or other transportation spells.  Its 500 feet by 500 feet, and multi level.

Lair Traits

Digital Gravity- Smith can move freely along walls and ceilings treating them as normal terrain. Creatures attempting the same must attempt a DC 20 Acrobatics check or fall prone.

High Mobility Zones- Vehicles, scaffolding, and light posts can be moved or used for cover. Smith can teleport through these points.

Virtual Hazards- Certain areas of the map flicker in and out causing creatures to make DC 20 Wisdom saving throws or become disoriented (disadvantage on attack rolls and movements halved) until the start of their next turn.

Infinite Line of Sight- Smith has line of sight to all creatures in the stimulation unless magically hidden

Lair Actions

On initiative count 20 (losing initiative ties), Agent Smith  takes a lair action to cause one of the following effects; Agent Smith can’t use the same effect two rounds in a row:

  • Replicating Copies-.Smith spawns up to 2 copies in adjacent unoccupied squares. The copies have 25 Hit points and last until defeated. They prioritize protecting the original. (Optional: Give the copies pistols if you want to challenge your party/make them hate you for life.)
  • Environmental Mantipulation- Smith moves vehicles,  or other debris within 60 feet, forcing DC 20 Dexterity saves or dealing 5d8 bludgeoning damage, and knocking targets prone.
  • Slow the World . Smith bends the stimulation, causing all creatures except himself, and his copies to make a DC 20 Dexterity Saving throw or have movement halved and disadvantages on attack rolls until the start of his next turn.
  • Digital Wall . Agent Smith makes a digital Wall up to 15 feet, with AC 15, 40 hit points and resistance to all damage. It provides full cover to anyone hiding behind it.

Environmental Hazards

  • Falling Debris- Vehicles, signs, or light posts can collapse,  DC 23 Dexterity save  or take 4d10 bludgeoning damage
  • downed power lines- certain areas spark with electricity. People entering the areas must make a DC 20 Constitution save or take 5d8 lightning damage.
  • Virtual Gaps- some platforms flicker out of existence when a character lands on them. They must succeed on a DC 20 Acrobatics check or fall prone 30 feet taking 3d10 bludgeoning damage.

If the [monster name] dies, these effects fade over the course of #d# days.

Bombur123

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