13 (leather armor)
27 (6d8)
walk 30 ft.
Deception +6, Insight +3, Investigation +5, Perception +3, Sleight of hand +4, Stealth +4
darkvision 30 ft.
Common plus any one language
1
On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action.
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
The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.