Corrupt mega-cities, psychotic Judges, irradiated wastelands, twisted metal wreckage and space!
Played | 26 times |
Cloned | 2 times |
Created | 186 days ago |
Last Updated | 77 days ago |
Visibility | Public |

Description
Cloaked figures that defy the laws of time and space, Section 31 agents are formidable foes with potent psychic abilities. Standing at only three feet tall, they are often underestimated until they unleash their devastating powers in combat.
Size | Small |
Type | Humanoid |
CR | 5 |
XP | 1600 |
Languages | Telepathy (up to 120 feet) |
Armor Class | 15 |
HP Range | 40 - 50 (Avg: 45) |
Damage Vulnerabilities | Psychic |
Damage Resistances | Force |
Damage Immunities | Poison |
Condition Immunities | Frightened, Charmed |
Mind Control
The agent targets one creature it can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or be charmed by the agent for 1 minute. The charmed target regards the agent as a trusted friend.
Psychic Blast
The agent unleashes a wave of psychic energy in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one.
Temporal Shift
The agent can momentarily phase out of time, becoming incorporeal until the start of its next turn. While incorporeal, it cannot be targeted by attacks or spells.