Envoy

Level 0
Creature· humanMediumRemaster
AC
13
HP
12
Speed
25 ft.
Perception
+7
Fort
+2
Ref
+3
Will
+11
Languages common
Skills diplomacy +15, society +15, deception +13, intimidation +7
Recall Knowledge DC 14 (society)

Attacks

Melee Dagger +5 (agile, finesse, versatile-s), Damage 1d4+2 piercing
Melee Dagger +5 (agile, thrown 10 ft., versatile-s), Damage 1d4+2 piercing
Melee Fist +5 (agile, finesse, nonlethal, unarmed), Damage 1d4+2 bludgeoning

Abilities

+6 to Sense Motiveinteraction
Diplomatic Specialistinteraction

When dealing with matters of statecraft and negotiation, the envoy is a 6th-level challenge.

Diplomatic Immunity

The envoy invokes their diplomatic status. Until the end of the envoy's next turn, any creature that attempts to attack them must succeed at a DC 15 will save or have their attack disrupted. The attacker gains weakness 2 to all damage from the envoy's allies while Diplomatic Immunity lasts, whether their attack was disrupted or not.


Effect: Diplomatic Immunity

Envoys are guests of a given court, representing the interests of another court or organization. Some envoys stay in one place so long they're practically considered locals, though those with whom they parley are swiftly reminded where their loyalty lies.


The denizens of a noble court are the most powerful people in a civilization, primed with wealth, station, and authority above the common people.