Medium Humanoid, Lawful Good
AC 16 Tactical vest + stance    Initiative +3 (13)
HP 40 (8d8)
Speed 30 ft.
Mod Save
STR 3 -4 +3
DEX 5 -3 +6
CON 3 -4 +1
Mod Save
INT 12 +1 +10
WIS 12 +1 +9
CHA 10 +0 +4
Skills Athletics +5, Deception +4, Insight +5, Investigation +6, Perception +5, Stealth +6
Resistances Thunder
Gear Service pistol with spare mags, compact carbine, collapsible baton, comms, body armor, flashbang (flavor for Carbine Burst), med kit
Senses Passive Perception 15
Languages Common agency/bureau cants; hand signals
CR 3 (XP 700; PB +2)
Traits

 

  • Secret Service Training. Advantage on initiative and on checks to detect ambushes or concealed weapons; ranged attacks count as magical for overcoming resistance (custom ammo, precision fire).

  • Cover & Angles. If Aaron starts his turn in half- or three-quarters cover, he gains +2 to attack rolls until the start of his next turn against creatures he can see from that cover.

  • Calm Under Fire. Advantage on saving throws against being frightened; once per short rest, if reduced to 0 HP, drop to 1 HP instead.

 

Actions

 

  • Multiattack (Controlled Pair). Aaron makes two attacks in any combination of Service Pistol and Collapsible Baton.

  • Service Pistol (Ranged Weapon Attack). +7 to hit, range 60/180 ft., one target. Hit: 1d8 + 3 piercing. If the attack had advantage, add +1d6 damage.

  • Collapsible Baton (Melee Weapon Attack). +6 to hit, reach 5 ft., one target. Hit: 1d6 + 2 bludgeoning. On a hit, the target must succeed on a DC 14 STR save or drop one held object (your choice).

  • Carbine Burst (Recharge 5–6). Choose a point you can see within 80 ft; creatures of your choice in a 10-ft radius make a DC 14 DEX save, taking 2d8 piercing on a failure, or half on a success. Creatures not in cover make this save at disadvantage.

 

Bonus Actions

 

  • Advance/Withdraw. Aaron Dashes up to 15 ft without provoking opportunity attacks.

  • Mark the Threat. Choose one creature you can see within 60 ft; your next attack against it before the end of your turn has advantage.

 

Reactions

 

  • Protect the Principal. When a creature Aaron can see within 5 ft is hit by an attack, Aaron imposes disadvantage on the attack roll (interposes, body-check).

  • Snap Shot. When a hostile creature you can see moves into or out of your weapon’s first range increment, make one Service Pistol attack against it.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Veteran CTU/Secret Service-style agent from 24, Aaron Pierce is the consummate professional—reads rooms in a blink, keeps fire disciplined, and puts himself between the threat and the protectee. On the field he works angles, uses cover like a shield, and ends fights quickly with controlled pairs and baton disarms.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

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

Habitat: AnyCoastalForestGrasslandHill

Zackagawea

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