Augmented Scout-Operative - AI-generated fantasy Monster

Augmented Scout-Operative

Tales describe enhanced operatives as the quiet men who make problems disappear. Rumors say a numbered series of augment prototypes are still being tested in hidden facilities. Villagers use the phrase 'operative-sighted' to warn others of covert watchers.

Mediumhumanoid(humanoid)CR 1neutral

Augmented Scout-Operative

augmentskirmisherhumanoidscout
HP27AC15SPDSpeed 30 ft., Climb 20 ft. (with implanted tendon assistance)CR1 (200 XP)StealthPerceptionInvestigation
STR
10
DEX
16
save
CON
14
save
INT
12
WIS
13
CHA
11
Tactical Recall. The operative has advantage on initiative checks as it runs a rapid situational analysis and primes its systems for combat. This does not stack with effects that grant advantage on initiative.
Integrated Stim. Integrated Stim. As a bonus action the operative injects a single dose from its forearm stim pack, regaining hit points. The pack contains one dose and is expended until the operative finishes a short or long rest.
Enhanced Senses. Enhanced Perception. The operative can attempt to spot hidden creatures or details with a bonus to Perception checks when it actively searches for threats.
Subdermal Plating. Partial Plating. The operative counts covered portions of its body as lightly armored. It gains resistance to bludgeoning from environmental or improvised sources but not to standard weapon attacks.
Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage. If the operative hits with this attack after using Precision Strike on that target, the target takes an additional piercing damage.
Shortbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: piercing damage. When the operative makes a ranged attack and has partial cover or no cover is present, it can choose to take a -2 penalty to the attack roll to deal an extra damage on a hit.
Precision Strike. The operative makes a single precise strike. The attack is made at to hit. On a hit the strike deals its normal weapon damage and the operative chooses one of the following effects: the attack deals an additional piercing damage, the target has disadvantage on its next attack roll before the end of its next turn, or the operative immediately moves up to 10 feet without provoking opportunity attacks. Precision Strike can be used once and is regained after a short or long rest.
Parry. Parry. The operative adds +2 to its AC against one melee attack that would hit it. To do so the operative must see the attacker and be wielding a melee weapon.
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