Tribunal Spy - AI-generated fantasy Monster

Tribunal Spy

Tribunal spies are not assassins in the grand sense, but they are often more dangerous. They do not seek glory, only arrival. Their orders are simple: cross the city, deliver the seal, and make sure the rain begins where the Tribunal wants it, not where the heroes do.

Smallhumanoid(humanoid)CR 1/8lawful evil

Tribunal Spy

humanoidspyassassinskirmisherpoisonurbanlow-level
HP7AC13SPD30 ft., climb 20 ft. while moving through wet stone or rope riggingCR1/8AcrobaticsDeceptionPerceptionStealth
STR
14
DEX
18
save
CON
10
save
INT
10
WIS
12
CHA
12
Evasion. The spy has advantage on Dexterity saving throws against effects it can see, and when it succeeds on a Dexterity save that would normally deal half damage, it takes no damage instead.
Sneak Attack. Once per turn, the spy deals an extra 2 () damage to one target it hits with a weapon attack if it has advantage on the attack roll or if another enemy of the target is within 5 feet of it, and that enemy isn't incapacitated.
Poisoned Strike. The spy can coat its blade with a fast-acting toxin. The first time it hits with its dagger each turn, the target must make the Constitution save listed in the attack or suffer the poisoned condition until the end of its next turn.
Dagger. The spy is proficient with daggers and uses one in each mission as its primary weapon.
Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () piercing damage plus 3 () poison damage, and the target must succeed on a Constitution saving throw or be poisoned until the end of its next turn.
Slip Through the Crowd. The tribunal spy moves up to its speed without provoking opportunity attacks. It can make one Dagger attack at any point during this movement, and it has advantage on that attack if at least one of the spy's allies is within 5 feet of the target and the ally isn't incapacitated.
Slippery Interposition. When a creature the spy can see targets it with an attack, the spy imposes disadvantage on the attack roll if the spy is within 5 feet of an ally and not incapacitated. The spy then moves up to 10 feet without provoking opportunity attacks.
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