Holocron

ISB Infiltrator

Medium humanoid · CR 3
sizeMediumcr3
A stealthy Imperial agent who strikes hard from advantage or a flank, then vanishes with Cunning Action and shrugs off return fire.
Lurker
How to run itHide as a bonus action, fire the carbine with advantage for extra 4d6, then Dash or Disengage away; rely on Evasion and Uncanny Dodge to survive.

Armor Class 15 · Hit Points 36 (8d8) · Speed 30 ft.

STR DEX CON INT WIS CHA
8 16 10 16 12 14

Cunning Action (Trait). On each of its turns, the infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion (Trait). If the infiltrator is subjected to an effect that allows it to make a Dex saving throw to take only half damage, the infiltrator instead takes no damage on a success, and half damage on a fail.

Techcasting (Trait). At will: electrical burst, encrypted message, on/off 1st-level: holographic disguise, smoke cloud, tranquilizer 2nd-level: infiltrate, scorching ray The infiltrator is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 15 tech points and knows the following tech powers:

Blaster Carbine (Action). Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6 + 3) energy damage. The attack deals an extra 14 (4d6) damage when the infiltrator has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator and the infiltrator doesn't have disadvantage on the attack roll.

Uncanny Dodge (Reaction). The infiltrator halves the damage that it takes from an attack that hits it.