Agent of the Order

Agents of the Order often seek out important targets, such as enemies fleeing the cult’s wrath or lost knowledge that is exceptionally well hidden or in dangerous locales. Their ability to speak with the dead sees them often combing old ruins or tombs, possibly racing adventurers to a common goal. They are well known for their ability to make miraculous escapes from losing battles (through their Favored by Thoth-Hermes trait). For difficult missions, an agent of the Order may be accompanied by two to four emerald apprentices.

Agent of the Order

Medium humanoid (dwarf), lawful evil
Armor Class 18 (scale mail, shield)
Hit Points 77 (14d8 + 14)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 10 (+0)

Skills Investigation +5, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic, Dwarvish, Gnoll
Challenge 2 (450 XP)

Expert Alchemist. The agent can create three potions per day of common or uncommon rarity. They carry them and use the potions before and during combat.

Favoured by Thoth-Hermes (1/day). The agent of the order invokes the name of their deity as a bonus action. The agent becomes invisible and immune to nonmagical weapon damage until the end of their next turn.

Student of the Spirit. The agent has studied a few short spiritual treatises from the Emerald Tablets granting them the ability to commune with spirits. They can cast speak with dead three times per day.

Actions

Multiattack. The agent of the order makes two longsword attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. If the agent drinks a potion of hill giant strength, the attack bonus becomes +7 and damage becomes 9 (1d8 + 5) slashing.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Sixth Sense (Recharge 5–6). The agent of the order allows himself or herself to be guided by the spirit world, which gives advantage on their next attack roll, saving throw, or ability check.

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