Sources
CR
Type
Size
Alignment
Movement

Thought Spy

Medium Humanoid (any race), Neutral Evil

Armor Class 13 (leather armor)
Hit Points 27 (6d8)
Speed 30 ft.
STR
11
+0
DEX
14
+2
CON
10
+0
INT
16
+3
WIS
13
+1
CHA
14
+2
Skills Deception +6, Insight +3, Investigation +5, Perception +3, Sleight of Hand +4, Stealth +4
Senses darkvision 30 ft., passive Perception 13
Languages Common plus any one language
Challenge 1 (200 XP)

Traits

Cunning Action. On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action.

Spellcasting

Innate Spellcasting (Psionics). 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/day each: blur, detect thoughts, gaseous form

Actions

Multiattack. The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:4 (1d4 + 2) piercing damage.

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:6 (1d8 + 2) piercing damage.

Lore

Thought spies form the backbone of House Dimir's covert operations. They are trained in stealth and infiltration, tactics that they supplement with rigorously developed mental abilities. To ensure that no secrets slip through Dimir's fingers, they infiltrate rival guilds. In addition to traditional means of gathering intelligence, thought spies use their magic to spy on the thoughts of their targets.