Npc: Infiltrator
Medium Humanoid neutral
- Armor Class: 13 (studded leather)
- Hit Points: 55 (10d8+10)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: Tome of Beasts 3, page 410
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
15 (+2) |
13 (+1) |
16 (+3) |
15 (+2) |
16 (+3) |
- Skills: perception +2
- Senses: passive Perception 14
- Languages: any three languages
Special Abilities
- Knowledge Charm: Carries a minor magical charm gifted to it by the organization. While wearing or carrying the charm infiltrator has proficiency in any two skills and is fluent in any one language (not included above). This proficiency and fluency last until charm is lost or destroyed or until infiltrator performs a 10-minute ritual to change the proficiency and fluency provided by the charm. If infiltrator dies charm becomes nonmagical.
Actions
- Multiattack: Two Shortsword attacks and one Dagger attack. It can replace one attack with Spellcasting.
- Shortsword: Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) piercing damage.
- Dagger: Melee or Ranged Weapon Attack: +4 to hit 5 ft. or range 20/60' one target 4 (1d4+2) piercing damage.
- Light Crossbow: Ranged Weapon Attack: +4 to hit 80/320' one target 6 (1d8+2) piercing damage.
- Spellcasting: Int (DC 13): At will: mage hand message minor illusion3/day ea: charm person sleep1/day: invisibility
Bonus Actions
- Cunning Action: Takes the Dash Disengage or Hide action.
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