Harbinger Zealot

CR 4 skirmisher

medium humanoid (varies), lawful evil

Armor Class: 16 (Studded Leather)
Hit Points: 45 (7d8+14)
Speed: 35ft
STR
10 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws: DEX +7 CHA +4
Skills: Perception +5 Acrobatics +7 Survival +5 Stealth +7
Senses: Darkvision 60ft, Passive Perception 15
Languages: Common, and one other language

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.