
Guild Agent
TR 6Humanoid · Medium·Recommended levels: 9-14
Abilities
Saves
- CHA +8
- WIS +7
- INT +7
Skills
- Persuasion +13
- Deception +8
- Intimidation +8
- Insight +7
- Knowledge: Galactic Lore +7
Languages
- Basic
- Huttese
Equipment
Traits
Allied Guild hunters of the Agent's choice within 30 feet gain a +1 bonus to attack rolls and saving throws while the Agent is conscious.
The Agent may designate one creature it can see as its mark (no action). Allied hunters have Advantage on attack rolls against the mark, and the Agent always knows the mark's direction while it is within 1 mile.
Once per round as a Reaction, when a creature the Agent can see within 60 feet declares an attack or ability, the Agent may impose Disadvantage on that roll by invoking debts, threats, or unseen consequences (the target must hear or understand it).
Once per fight (Action), one creature within 30 feet that can hear the Agent must make a DC 16 Wisdom saving throw or be Confused until the end of its next turn.
The Agent cannot be surprised — the Guild's informants see everyone coming.
The first time the Agent would be reduced to 0 HP, it instead drops to 1 HP and immediately moves up to its speed without provoking opportunity attacks.
Once per fight (Bonus Action), one allied hunter within 30 feet may immediately move up to half its speed without provoking opportunity attacks.
The Agent rolls Initiative with Advantage.
Actions
The Agent makes two Hold-Out Blaster attacks.
Reactions
When an enemy within 30 feet is hit by an allied hunter, the Agent may command one other allied hunter within 30 feet to immediately make one weapon attack against that enemy.
Lore
A Guild Agent is the mind behind the muscle — the broker, quartermaster, and handler who turns a bounty puck into a closed contract. Agents post the jobs, vet the hunters, front the gear, and take a cut of every credit; a smart one never fires a shot and still runs the deadliest crew on the moon. They deal in leverage: who owes what, who can be leaned on, which door opens for a name and which for a threat, and they know a mark's habits better than the mark does.
On the rare occasion an Agent is cornered in person, the danger isn't its hold-out blaster — it's the network. An Agent turns a room of hired hunters into a single coordinated weapon, marks a target for the whole crew, and talks a killing blow into a fumble at the worst possible moment. Kill the hunters and you've won the fight; kill the Agent and you've cut the head off the contract.
In Play
The Agent is a force multiplier, not a duelist — never run it alone. It hangs back behind its crew, marks the party's heavy hitter with Bounty Network, buffs and moves its hunters with Commanding Presence and orders, saps the party's best rolls with Leverage, and Confuses a key PC at the pivotal moment. Its own attacks are an afterthought. As an ally, a hired Agent is the party's ticket into Guild resources and intel. Counter it by reaching it fast — without the Agent, the crew loses its edge — or by out-talking it (Persuasion +13, Insight +7). Prepared Escape means it will try to slip away at 0 HP; cut off the exits.
Adventure Hooks
- The head of the contract — The party is being hunted by a crew that always seems one step ahead — because a Guild Agent is running it from a back room, marking them and coordinating every ambush. The way to stop the hunts isn't to win each fight; it's to find and turn (or end) the Agent.
- Access for a price — The party needs what only the Guild has: a mark's chain code, a sealed dossier, a way onto a locked docket. A Guild Agent will broker it — for credits, a favor owed, or a name of their own they want brought in. Deal carefully; an Agent remembers debts, and collects.