Thought Spy

Guildmasters' Guide to Ravnica p. 233

Tamaño
Mediano
Tipo
humanoid (any race)
Alineamiento
neutral malvado
CA
13 (leather armor)
Puntos de golpe
27 (6d8)
Velocidad
walk 30 ft.
Habilidades
Deception +6, Insight +3, Investigation +5, Perception +3, Sleight of Hand +4, Stealth +4
Sentidos
darkvision 30 ft.
Percepción pasiva
13
Idiomas
Common plus any one language
Desafío
1
Linaje
Spy
FUE
11
+0
DES
14
+2
CON
10
+0
INT
16
+3
SAB
13
+1
CAR
14
+2

Rasgos

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

Acciones

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.

Conjuros

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

Otros datos

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.