Thought Spy

Guildmasters' Guide to Ravnica p. 233

Size
Medium
Type
humanoid (any race)
Alignment
neutral evil
AC
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.
Passive Perception
13
Languages
Common plus any one language
Challenge
1
Lineage
Spy
STR
11
+0
DEX
14
+2
CON
10
+0
INT
16
+3
WIS
13
+1
CHA
14
+2

Traits

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.

Spells

charm person, disguise self, encode thoughts, blur, detect thoughts, gaseous form

Other data

description

Thought spies form the backbone of House Dimir's covert operations. They are trained in stealth and infiltration, tactics that they supplement with rigorously developed mental abilities. To ensure that no secrets slip through Dimir's fingers, they infiltrate rival guilds. In addition to traditional means of gathering intelligence, thought spies use their magic to spy on the thoughts of their targets.