Monster
Thought Spy
Outside your table’s allowed sources
Official reference · GGR · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 13 (leather armor)
- Hit points
- 27 (6d8)
- Speed
- Walk 30 ft.
- Challenge rating
- 1
- Alignment
- Neutral Evil
- Strength
- 11
- Dexterity
- 14
- Constitution
- 10
- Intelligence
- 16
- Wisdom
- 13
- Charisma
- 14
- Passive Perception
- 13
- Skills
- deception: +6; insight: +3; investigation: +5; perception: +3; sleight of hand: +4; stealth: +4
- Senses
- darkvision 30 ft.
- Languages
- Common plus any one language
Traits
Cunning Action
On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action.
Actions
Multiattack
The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers.
Dagger
Melee Weapon 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.
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