Obsidian Tribunal Infiltrator Agent - AI-generated fantasy Monster

Obsidian Tribunal Infiltrator Agent

The Obsidian Tribunal rarely sends an agent to win a battle. It sends one to make a victory meaningless. The infiltrator cuts bridge cables, poisons signal lamps, swaps command seals, disables wardstones, and plants evidence that turns allies against one another. Tribunal agents are taught that every operation must end with a surviving explanation, whether that explanation is a forged confession, a scapegoat, or a convenient accident.

MediumHumanoid(Humanoid)CR Challenge Rating 2Lawful evil

Obsidian Tribunal Infiltrator Agent

humanoidinfiltratorcontrollerspysabotageurbanObsidian Tribunal
HP45AC+5SPD30 ft., Climb 20 ft. without using extra movement while moving across urban walls, scaffolds, or similar surfacesCR2 (450 XP)AcrobaticsDeceptionInvestigationPerceptionSleight of HandStealth
STR
10
DEX
20
save
CON
12
INT
14
save
WIS
12
CHA
16
Cunning Action. On each of its turns, the infiltrator can take one bonus action to Dash, Disengage, or Hide.
Evasion. If the infiltrator is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage on a successful save and half damage on a failed save.
Sneak Attack. The infiltrator deals an extra 7 () damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator that is not incapacitated and the infiltrator does not have disadvantage on the attack roll. The infiltrator can deal this extra damage only once per turn.
Urban Ghost. The infiltrator has advantage on Dexterity (Stealth) checks made in dim light, darkness, or heavy urban clutter. It can attempt to Hide when lightly obscured by smoke, hanging cloth, machinery, or dense crowds.
Multiattack. The infiltrator makes two Obsidian Knife attacks, or makes one Obsidian Knife attack and uses Shadowglass Bomb.
Obsidian Knife. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 () piercing damage plus 7 () poison damage if the infiltrator has advantage on the attack roll or an ally is within 5 feet of the target and the infiltrator does not have disadvantage.
Shadowglass Bomb. The infiltrator throws a glass sphere at a point it can see within 60 feet. The sphere shatters, creating a 10-foot-radius cloud of black vapor that lasts until the end of the infiltrator's next turn. The area is heavily obscured. Each creature that enters the cloud for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or be poisoned until the end of its next turn. The infiltrator can see through the cloud.
Tribunal's Verdict. The infiltrator chooses one creature it can see within 60 feet. The target must succeed on a Wisdom saving throw or be unable to take reactions until the start of the infiltrator's next turn. Until then, the target's speed is reduced by 10 feet and the next attack roll made against it has advantage.
Uncanny Dodge. When the infiltrator is hit by an attack it can see, it halves the attack's damage against it, after applying resistances. The infiltrator must be able to see the attacker.
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