Monster
Enchanting Infiltrator
Outside your table’s allowed sources
Official reference · BMT · 2014
- Creature type
- Fey
- Size
- Small/Medium
- Armor class
- 18 (veiled presence)
- Hit points
- 156 (24d8 + 48)
- Speed
- Walk 40 ft.
- Challenge rating
- 11
- Alignment
- Neutral Evil
- Strength
- 10
- Dexterity
- 20
- Constitution
- 15
- Intelligence
- 20
- Wisdom
- 16
- Charisma
- 18
- Passive Perception
- 17
- Saving Throws
- dex: +9; int: +9
- Skills
- deception: +12; perception: +7; stealth: +13
- Senses
- blindsight 30 ft.
- Languages
- Common, thieves' cant, plus any one language
- Condition Immunities
- charmed, frightened
Traits
Legendary Resistance (3/Day)
If the infiltrator fails a saving throw, it can choose to succeed instead.
The infiltrator's AC includes its Wisdom modifier, and the infiltrator can't be targeted by divination magic or features that would read its mind or determine its creature type.
Actions
Multiattack
The infiltrator makes two Poison Blade attacks and can use Beguiling Whisper.
Poison Blade
Melee Weapon Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 11 (2d10) poison damage.
Beguiling Whisper
The infiltrator magically whispers to a creature it can see within 30 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or have the stunned condition due to fear or delight (the infiltrator's choice) until the end of the target's next turn, after which the target is immune to this Beguiling Whisper for 24 hours.
Reactions
Uncanny Dodge
When an attacker the infiltrator can see hits the infiltrator with an attack, the infiltrator halves the attack's damage against it.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Cunning
The infiltrator escapes nonmagical restraints and ends the grappled condition on itself, then moves up to its speed without provoking opportunity attacks.
Stab (Costs 2 Actions)
The infiltrator makes one Poison Blade attack.
Misdirecting Escape (Costs 3 Actions)
The infiltrator magically has the invisible condition and creates an illusory duplicate of itself in its space, then teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of itself. The image flings illusory blades at two creatures of the infiltrator's choice within 20 feet of the image. Each target must make a DC 17 Wisdom saving throw, taking 13 (3d8) psychic damage on a failed save, or half as much damage on a successful one. The invisibility lasts until the end of the infiltrator's next turn.
Lair actions
On initiative count 20 (losing initiative ties) while in its lair, the villain can take one of the following lair actions; the villain can't take the same lair action two rounds in a row:
- Distraction: A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving throw or lose concentration.
- Snares: Hidden snares target up to three creatures the villain can see in the lair. Each creature must succeed on a DC 15 Strength saving throw or have the grappled condition (escape DC 15) and the restrained condition until it escapes or the snare holding it is destroyed. Each snare has AC 11, 10 hit points, and immunity to poison and psychic damage.
- Traps: Traps target up to two creatures the villain can see in the lair. Each target must succeed on a DC 15 Dexterity saving throw or be struck by a trap. The villain rolls a number of d6s equal to its proficiency bonus, and struck targets take damage equal to the total. The damage is bludgeoning, piercing, slashing, fire, or poison, chosen by the villain when the villain uses this action.
Regional effects
The region containing a villain's lair is warped by their presence, creating one or more of the following effects:
- Corruption Abounds: While within 3 miles of the lair, creatures that aren't members of the villain's organization have disadvantage on ability checks that rely on the Insight, Perception, and Persuasion skills.
- Potent Toxins: When members of the villain's organization deal poison damage while within 3 miles of the lair, they ignore the target's resistance to poison damage.
If the villain dies, these effects fade over the course of 1d10 days.