Enchanting Infiltrator

(The Book of Many Things)

Small fey, Neutral Evil

Armor Class18 (veiled presence)
Hit Points156 (24d8 + 48)
Speed40 ft.
STRDEXCONINTWISCHA
10 (+0) 20 (+5) 15 (+2) 20 (+5) 16 (+3) 18 (+4)
Saving ThrowsDex +9, Int +9
SkillsDeception +12, Perception +7, Stealth +13
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunitiescharmed; frightened
Sensesblindsight 30 ft., passive Perception 17
LanguagesCommon, thieves' cant, plus any one language
Challenge11

Traits

Legendary Resistance (3/Day).

If the infiltrator fails a saving throw, it can choose to succeed instead.

Veiled Presence.

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 or Ranged Attack Roll: +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 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.