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Medium humanoid (any race), neutral evil

                                                                Armor Class 13 (leather armor)
                                                                Hit Points 27  (6d8)
              MIND M AGE                                        Speed 30 ft.
              Medium humanoid (any race), neutral evil
                                                                  STR     DEX    CON     INT    WIS     CHA
                                                                 11  (+O)   14 (+2)   10 (+O)   16 (+3)   13 (+l)   14 (+2)
              Armor Class 12 (15 with mage armor)
              Hit Points 49 (11d8)
              Speed 30 ft.                                      Skills Deception +6, Insight +3, Investigation +5, Perception +3,
                                                                  Sleight of Hand +4, Stealth +4
                                                                Senses darkvision 30 ft., passive Perception 13
                STR     DEX    CON     INT    WIS    CHA
               10 (+1)   14 (+2)   10 (+O)   20 (+5)   15 (+2)   16 (+3)   Languages Common plus any one language
                                                                Challenge l  (200 XP)
              Saving Throws Int +8, Wis +5                      Cunning Action. On each of  its turns, the thought spy can use a
              Skills Arcana +8, Deception +6, Insight +5,  Persuasion +6
              Senses passive Perception 12                      bonus action to take the Dash,  Disengage, or Hide action.
              L anguages Common plus any four languages         Innate Spe//casting (Psionics). The thought spy's innate
              Challenge 5 (l,800 XP)                            spellcasting ability is  Intelligence (spell save DC 13). The
                                                                thought spy can innately cast the following spells, requiring no
              Special Equipment. The mage wears a spies' murmur (see   components:
              chapter 5).
                                                                At will: charm person, disguise self. encode thoughts (see
              Innate Spe//casting (Psionics). The mage's spellcasting ability is   chapter 2)
              Intelligence (spell save DC 16). It can innately cast the following   l/day each: blur, detect thoughts, gaseous form
              spells, requiring no components:
                                                                ACTIONS
              At will: encode thoughts (see chapter 2).friends
              3/day each: charm person, detect thoughts, mage armor, sleep,   Multiattack. The thought spy makes two melee attacks, or it
               suggestion                                       makes three ranged attacks with its daggers.
              l/day each: dominate person, mass suggestion, modify memory
                                                                Dagger.  Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
                                                                range 20/60 ft., one target. Hit: 4 (ld4 + 2)  piercing damage.
              ACT IONS
              Dagger. Melee or Ranged Weapon Attack: +S to hit, reach 5 ft. or   Rapier.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
              range 20/60 ft., one target. Hit: 4 (ld4 + 2)  piercing damage.   Hit: 6 (ld8 + 2)  piercing damage.



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