Thought Spy

Medium humanoid (any race), Neutral Evil

Armor Class

13 (leather armor)

Hit Points

27 (6d8)

Speed

walk 30 ft.

Skills

Deception +6, Insight +3, Investigation +5, Perception +3, Sleight of hand +4, Stealth +4

Senses

darkvision 30 ft.

Languages

Common plus any one language

Challenge

1

Cunning Action

On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action.

Innate Spellcasting (Psionics)

The thought spy's innate spellcasting ability is Intelligence (spell save DC 13). The thought spy can innately cast the following spells, requiring no components: • At will: charm person, disguise self, encode thoughts (see chapter 2) • 1/Day each: blur, detect thoughts, gaseous form

Actions

Multiattack

The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers.

Dagger

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Rapier

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.