Harbinger Zealot
medium humanoid (varies), lawful evil
Dark Covenant: While below half hit points, the zealot has advantage on attacks and saving throws.
Evasion: If the zealot is subjected to an effect that allows them to make a dexterity saving throw to take only half damage, they instead take no damage on a success, and half damage if they fail.
Sneak Attack: If the zealot has advantage on its attack, or it attacks a target that is engaged by one of its allies, it can add 10 (3d6) poison damage to the attack. It can only do so once per turn.
Actions
Dagger: Melee or Ranged Weapon Attack: +7 to hit, reach 5ft or 20/60 ft, one target. Hit: 6 (1d4+4) slashing damage.
Bonus Actions
Cunning Action: The zealot takes the Dash, Disengage, or Hide action.
Reactions
Deft Parry: The zealot can add 3 to its AC when it is hit by an attack, possibly causing the attack to miss.