Enchanting Infiltrator

Medium fey, typically neutral evil

Armor Class

18 (veiled presence)

Hit Points

156 (24d8 + 48)

Speed

40 ft.

Saves

dex +9, int +9

Skills

deception +12, stealth +13, perception +7

Condition Immunities

charmed, frightened

Senses

blindsight 30 ft.

Languages

Common, thieves' cant, plus any one language

Challenge

11

Proficiency Bonus

+4

Legendary Resistance (3/Day)

If the infiltrator fails a saving throw, it can choose to succeed instead.

Veiled Presence

The infiltrator's AC includes its Wisdom modifier, and the infiltrator can't be targeted by divination magic or features that would read its mind or determine its creature type.

Actions

Multiattack

The infiltrator makes two Poison Blade attacks and can use Beguiling Whisper.

Poison Blade

Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 11 (2d10) poison damage.

Beguiling Whisper

The infiltrator magically whispers to a creature it can see within 30 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or have the stunned condition due to fear or delight (the infiltrator's choice) until the end of the target's next turn, after which the target is immune to this Beguiling Whisper for 24 hours.

Legendary actions

Legendary Actions (3/Turn)

The Enchanting Infiltrator can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Enchanting Infiltrator regains spent legendary actions at the start of its turn.

Cunning

The infiltrator escapes nonmagical restraints and ends the grappled condition on itself, then moves up to its speed without provoking opportunity attacks.

Stab (Costs 2 Actions)

The infiltrator makes one Poison Blade attack.

Misdirecting Escape (Costs 3 Actions)

The infiltrator magically has the invisible condition and creates an illusory duplicate of itself in its space, then teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of itself. The image flings illusory blades at two creatures of the infiltrator's choice within 20 feet of the image. Each target must make a DC 17 Wisdom saving throw, taking 13 (3d8) psychic damage on a failed save, or half as much damage on a successful one. The invisibility lasts until the end of the infiltrator's next turn.