Medium Humanoid (Any Race), Any Alignment
Armor Class 14 Studded Leather
Hit Points 27 (6d8)
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
16 (+3)
WIS
12 (+1)
CHA
14 (+2)
Senses Passive Perception 16
Languages Any two languages
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Spellcasting. The infiltrator is a 2st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The infiltrator has the following wizard spells prepared:

Cantrips (at will): dancing lights, mage hand, fire bolt

1st level (3 slots): magic missile, shield, feather fall, chromatic orb

 

Actions

Multiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Description

Magic exists all throughout Aundair, even in its military. Aundarian Infiltrators are arcne assassins tasked with wetwork ops on foreign land. While not extremely powerful in ways of magic, they make up for it with adaptability and cunning.

Monster Tags: NPC

Habitat: Urban

SpaceClam

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