THE SHARED REFERENCE Adventurer

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

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