Obsidian Tribunal Saboteur - AI-generated fantasy Monster

Obsidian Tribunal Saboteur

The Obsidian Tribunal claims that sacred fire must be judged before it may be trusted. Its saboteurs are not simple destroyers, but practitioners of sanctioned ruin, trained to turn hallowed industry into an instrument of punitive collapse. In the quest Unearthing the Divine Forge, one of these agents has been sent to ruin the forge before its purpose can be revealed.

Mediumhumanoid(tribunal infiltrator)CR CR 7lawful evil

Obsidian Tribunal Saboteur

humanoidassassinsaboteurobsidianforgeelitelawful evilstealthstructure damage
AC16SPD30 ft., climb 20 ft., burrow 10 ft. through loose slag or ashCRCR 7AcrobaticsDeceptionPerceptionSleight of HandStealthInvestigation
STR
18
DEX
20
save
CON
15
save
INT
12
WIS
14
save
CHA
10
Cunning Action. The saboteur can take the Disengage or Hide action as a bonus action on each of its turns.
Ash Veil. While in dim light, smoke, steam, or ash, the saboteur can take the Hide action even when only lightly obscured.
Siege Specialist. The saboteur has advantage on ability checks made to damage, disable, or bypass constructs, mechanisms, seals, or fortifications.
Focused Ruin. If the saboteur starts its turn adjacent to a structure it has already damaged, it can deal 7 additional force damage to that structure once per turn.
Obsidian Shardblade. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 12 () piercing damage plus 7 () necrotic damage. If the target is concentrating, it has disadvantage on the next concentration check it makes before the end of its next turn.
Razorglass Dart. Ranged Weapon Attack: to hit, range 30/120 ft., one target. Hit: 10 () piercing damage, and the target must succeed on a Constitution saving throw or be unable to take reactions until the start of its next turn.
Sabotage Sigil Charge. The saboteur hurls a sigil charge at a point it can see within 60 feet. Each creature within 10 feet of that point must make a Dexterity saving throw, taking 18 () force damage on a failed save, or half as much damage on a successful one. Constructed or object targets take double damage. If used against a forge, machine, door, bridge, or similar structure, the charge deals 18 additional damage to the object.
Shardback Parry. When a creature the saboteur can see hits it with a melee attack, the saboteur adds 2 to its AC against that attack, possibly causing it to miss. If the attack misses, the attacker takes 5 force damage from a shardback flare.
Ashstep. The saboteur moves up to half its speed without provoking opportunity attacks. If it ends this movement in dim light, smoke, steam, or behind cover, it can attempt to Hide.
Cutting Strike (Costs 2 Actions). The saboteur throws a razorglass dart or makes one Obsidian Shardblade attack.
Collapse Rune (Costs 3 Actions). The saboteur detonates a hidden rune at a point it can see within 30 feet. Each creature of its choice within 5 feet of that point must make a Dexterity saving throw or take 14 () force damage and be knocked prone.
Cantrips
Minor IllusionIllusion The saboteur can cast minor illusion at will, requiring no material components. The spell save DC is 15.
2nd level
BlurIllusion The saboteur can cast blur once per day, requiring no material components.
Heat MetalTransmutation The saboteur can cast heat metal once per day, requiring no material components. It often uses this to overload weapons, locks, or forge tools.
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