Npc: Infiltrator
Medium Humanoid, neutral
Armor Class 13 (studded leather)
Hit Points 55 (10d8+10)
Speed walk +30
Challenge 2
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.
Source: Tome of Beasts 3 · OGL/Open