Npc: Infiltrator

Medium Humanoid, neutral

Armor Class 13 (studded leather)

Hit Points 55 (10d8+10)

Speed walk +30

Challenge 2

STR
10
+0
DEX
15
+2
CON
13
+1
INT
16
+3
WIS
15
+2
CHA
16
+3

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