18 (unarmored defense)
112 (15d8 + 45)
walk 50 ft.
Dex +8, Wis +6
Acrobatics +8, Deception +9, Perception +6, Stealth +11
psychic
charmed
Common plus three other languages
6
+3
Spells and other effects can't read the infiltrator's thoughts or determine if the infiltrator is lying. Creatures can communicate telepathically with the infiltrator only if it allows such contact.
While the infiltrator is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
The infiltrator makes three Unarmed Strike attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) force damage.
The infiltrator casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14): • At will: disguise self • 2/Day each: detect thoughts, invisibility • 1/Day each: dimension door, zone of truth
The infiltrator takes the Dash or Disengage action.