Medium Humanoid, Neutral Evil
Armor Class 14
Hit Points 52 (8d8 + 52)
Speed 40 ft.
STR
10 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +6, WIS +4
Skills Acrobatics +6, Perception +4, Stealth +8
Senses Passive Perception 14
Languages Common, Thieves' Cant
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Holographic Mirage (1/Day). When the Infiltrator takes damage for the first time in combat, it creates a Mirage in its space (AC 12, HP 20).
While the Mirage exists:

  • The Infiltrator does not provoke opportunity attacks.
  • Attack rolls against it have disadvantage.
  • It can take the Dash action as a bonus action on each of its turns.
  • Difficulty Class of Expose Weakness change to 18.
  • Cannot perform Multiattack.
  • Must attack to Expose Weakness.

The Mirage disappears when reduced to 0 hit points or when the Infiltrator dies.

Sandstorm Adaptation. While in a heavily obscured area (such as a sandstorm, dense fog, or magical darkness):

  • The Infiltrator has advantage on Dexterity saving throws.
  • Attack rolls against it have disadvantage.
  • When a creature hits it with an attack, roll a d10. On a 1–4, the attack instead misses.

Elusive Target. A creature farther than 30 feet away cannot target the Infiltrator with an attack or spell if there is another creature closer to it that can be targeted.

Actions

Multiattack. The Infiltrator makes two attacks.


Tactical Sidearm. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target
Hit: 7 (1d8 + 3) piercing damage


Close Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target
Hit: 6 (1d6 + 3) slashing damage


Expose Weakness. The Infiltrator targets one creature it can see within 60 feet, analyzing its movements and exposing vulnerabilities.
The target must succeed on a DC 13 Wisdom saving throw or suffer the following effects until the end of the Infiltrator’s next turn:

  • The allied character attack roll made against the target has advantage. If attack is already advantage, it gain 1d6 bonus attack roll.
  • The target is revealed: It gains no benefit from being hidden or invisible.
  • The target gains no benefit from cover (including half cover and three-quarters cover).

On a successful save:
The target still gains no benefit from cover until the end of the Infiltrator’s next turn.

Reactions

Marked Shot. Immediately after using Expose Weakness, the Infiltrator can make one Tactical Sidearm attack against the target as a bonus action.

Hellsealler

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