Guarded Mind. Spells and other effects can't read the infiltrator's thoughts or determine if the infiltrator is lying. Creatures can communicate telepathically with the infiltrator only if it allows such contact.
Unarmored Defense. While the infiltrator is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Spellcasting. The infiltrator casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14):
At will: disguise self
1/day each: dimension door, zone of truth
2/day each: detect thoughts, invisibility
Multiattack. The infiltrator makes three Unarmed Strike attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:10 (1d10 + 5) force damage.
Retaliating Strike. When a creature within 5 feet of the infiltrator hits or misses the infiltrator with a melee attack, the infiltrator makes one Unarmed Strike attack against the attacker.
Infiltrators act as spies, saboteurs, and perpetrators of other clandestine activities. They study magical techniques that enhance their prowess in battle and help them complete their assignments.