Obsidian Tribunal Envoy - AI-generated fantasy Monster

Obsidian Tribunal Envoy

The Obsidian Tribunal is an ancient, secretive order that judges crimes against empires, gods, and buried laws older than kingdoms. Its envoys travel to demand testimony, levy fines in blood or memory, and execute sentences when parley fails. Few agree on whether the Tribunal is a mortal conspiracy, a divine bureaucracy, or a machine that has learned to imitate justice. Everyone agrees that when an envoy arrives, someone has already been condemned.

MediumConstruct(Construct, lawful emissary)CR 4Lawful neutral

Obsidian Tribunal Envoy

constructlawjudgmentcontrollermagical
HP75AC15SPD30 ft.CR4InsightIntimidationPerceptionReligion
STR
10
DEX
12
CON
16
save
INT
13
WIS
15
save
CHA
14
save
Immutable Verdict. The envoy has advantage on saving throws against being charmed, frightened, paralyzed, petrified, or poisoned.
Stone Authority. The envoy can move across nonmagical stone and masonry as if it were difficult terrain, and it does not leave tracks on stone surfaces.
Weight of Judgment. A creature that starts its turn within 10 feet of the envoy and can hear it must succeed on a Wisdom saving throw or have its speed reduced by 10 feet until the start of its next turn, as the weight of its pronouncement presses on it.
Obsidian Staff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () bludgeoning damage plus 3 () necrotic damage. If the target is a creature, it must succeed on a Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
Edict Shard. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 10 () psychic damage, and the target cannot take reactions until the start of its next turn.
Contempt of Court. When a creature the envoy can see within 30 feet makes an attack roll or casting check, the envoy imposes disadvantage on that roll by projecting a burst of binding legal sigils. The attacker must be able to understand at least one language to be affected.
Cantrips
At Will: thaumaturgy, guidance, minor illusionTransmutation/Divination/Illusion The envoy can cast the following spells without material components, using Charisma as its spellcasting ability, save DC 12, +4 to hit with spell attacks.
2nd level
Hold personEnchantment Once per day, the envoy can cast this spell to seal an area or doorway in black legal glass. Creatures of its choice within the effect must attempt the save normally, but the visual appearance is that of a glowing court injunction.
Magic weaponTransmutation Once per day, the envoy can cast this spell as a radiant-black bolt of judgment, usually against a fleeing target or oath-breaker.
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