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
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.