Cunning Action. On each of its turns, the duck can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Antimagic Susceptibility. This Brave Rubber Duck is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the Rubber Duck must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the Knight Rubber Duck remains motionless, it is indistinguishable from a normal Rubber Duck.
Multiattack. The duck makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Apply Poison. Bill can use his vial of poison to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying
Description
This Rubber Duck is hardly noticeable in the shadows of the long cloak that wraps around his rotund body. Don't let this one into your bathtub, or you might find your clothes gone by the time you want to dress.