Medium humanoid (any race), Neutral Evil
| Armor Class | 13 (leather armor) |
|---|---|
| Hit Points | 27 (6d8) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 14 (+2) | 10 (+0) | 16 (+3) | 13 (+1) | 14 (+2) |
| Saving Throws | — |
|---|---|
| Skills | Deception +6, Insight +3, Investigation +5, Perception +3, Sleight of hand +4, Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 30 ft., passive Perception 13 |
| Languages | Common plus any one language |
| Challenge | 1 |
On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action.
The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers.
Melee or Ranged Attack Roll: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
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 each/day: blur, detect thoughts, gaseous form