Medium Humanoid, Any Alignment
AC 18 E.G.O Gear.    Initiative +5 (15)
HP 104 (12d8 + 50)
Speed 30 ft.
Mod Save
STR 18 +4 +8
DEX 16 +3 +7
CON 18 +4 +8
Mod Save
INT 12 +1 +5
WIS 12 +1 +5
CHA 14 +2 +6
Senses Passive Perception 16
Languages Common
CR 12 (XP 8,400; PB +4)
Traits

Safety Department Agent. At the start of their turn, Heal 1d6 +12 HP. 

Lobotomy Corporation Team Exercises: Agents have Advantage on attack rolls against a creature that has an Ally within 5ft of it.

E.G.O Proficiency Manual (Written by Yesod). For every other allied unit, gain +1 AC and add +1 to the creatures To Hit and Damage Rolls. (Max +3)

Pilfered E.G.O Gear - Safety Department. Agents are either equipped with Magic Bullet, Solemn Lament, Tough or Diffraction. The Agent gains unique traits dependent on the E.G.O Gear they are Equipped With. These E.G.O Weapons cannot be disarmed as long as the Agent isn't Unconscious.

Devil's Bargain (Magic Bullet). Agents with Magic Bullet are Resistant to Piercing Damage. Additionally Agents aren't imposed disadvantage when firing from short or long range, and ignore up to 3/4ths cover. When Hitting a Creature that is Resistant to Piercing Damage with an Attack, treat the resistance as 'neutral', if the creature is Immune to Piercing, Instead treat the resistance as 'Vulnerable'.

Celebration for The Departed (Solemn Lament). Agents with Solemn Lament are resistant to Radiant and Necrotic Damage. Additionally, Whenever an Allied Creature dies, increase the damage of this unit's attacks by 1 additional damage dice, increase AC by 2, any DCs by 1 and Heal by 20 (2d10+10)

Yo this is Tuff (Tough). Agents equipped with Tough are resistant to Bludgeoning, Piercing and Slashing Damage. Additionally, at the end of their turn, the closest non-charmed non-ally creature becomes charmed by this Unit.

Destroy the Visible with the Invisible (Diffraction). Agents equipped with Diffraction are resistant to Force and Psychic Damage. Additionally, this creature is permanently Invisible.

Actions

E.G.O Gear Combat. Dependent on the E.G.O Gear, the Agent makes a different amount of attacks.

Magic Bullet - 1 'Rifle of Blue and Gold'

Solemn Lament - 2 'Monochromatic Pistols' 

Tough - 3 of any combination of 'Pistol Whip' and 'Pistol Shot'

Diffraction - 2 'Unseen Bludgeon'

 Rifle of Blue and Gold (Magic Bullet only). Ranged Weapon Attack: +10 to hit, range 60/120 ft., 1+ target(s). Hit: 13 (1d12 + 7) Piercing damage and 4 (1d6) fire damage

This attack hits all creatures in a straight line from the point of origin and deals half of the damage on a miss. add 1d6 fire damage for every creature hit by this attack (max 5d6)

Monochromatic Pistols (Solemn Lament only). Ranged Weapon Attack: +8 to hit, range 30/60 ft., 1 target. Hit: 9 (2d8 + 4) Radiant or Necrotic damage.

Attacks Swap between dealing Necrotic and Radiant Damage. additionally, inflict 1 'Sinking' On Miss and 2 'Sinking' On Hit

Solemn Deluge (Solemn Lament Only). All creatures in a 30ft cone originating from the user must succeed a DC 18 Dexterity saving throw or take 13 (3d8) Radiant and 13 (3d8) Necrotic Damage, taking half on a success. creatures who fail the save must succeed a DC (8 + Sinking on creature x 2) Wisdom Saving Throw or Roll on the Madness table.

Pistol Whip (Tough Only). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 13 (2d6 + 6) Bludgeoning damage.

If the target is Charmed by the Agent, this attack crits on a roll of 18, 19 or 20.

Pistol Shot (Tough Only). Ranged Weapon Attack: +8 to hit, range 20/60 ft., 1 target. Hit: 19 (2d8 + 10) Piercing damage.

If the target is Charmed by this Agent, this attack critically hits on a 19 or 20.

Unseen Bludgeon (Diffraction Only). Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 16 (3d6 + 6) Force damage.

Bonus Actions

Devils Pipe (1/Day)(Magic Bullet Only). The Agent puffs their E.G.O Gift, taking 10 (2d10) Psychic Damage and deals max damage on the first attack it makes Next Turn.

Coffin Tap (2/Day) (Solemn Lament Only). The Agent Gains the ability to add 1 'Solemn Deluge' to their attacks next turn. this unit regains a charge whenever an allied creature dies.

Sunglasses Adjust (Tough Only). The Agent Adjusts their Sunglasses. it is SO Tuff. 
oh and also the closest charmed creature must succeed a DC 18 CHA Saving Throw or take 16 (4D8) Psychic Damage I guess.

Where are you looking? (Diffraction). The Agent teleports soundlessly up to 30ft 

Description

Rogue Lobotomy Corporation Agents, using Teamwork and Powerful E.G.O gear to their advantage.

Vincent_PJM

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