NPC, Infiltrator

Family: NPC

Medium humanoid (any), neutral

Armor Class 13 (studded leather)
Hit Points 55 (10d8 + 10)
Speed 30 ft.

10 (+0) 15 (+2) 13 (+1) 16 (+3) 15 (+2) 16 (+3)

Skills Deception +5, Investigation +5, Perception +4
Senses passive Perception 14
Languages any three languages
Challenge 2 (450 XP)
Proficiency Bonus +2


  • Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.
  • Quip. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 14 (3d6 + 4) psychic damage.
  • Fast Talk. The merchant captain baffles a creature it can see within 30 feet of it with a barrage of jargon, quick speech, and big words. The target must succeed on a DC 15 Charisma saving throw or have disadvantage on the next Wisdom saving throw it makes before the end of the merchant captain’s next turn.
  • Spellcasting. The merchant captain casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):


  • Inspiration (4/Day). When a creature within 30 feet of the merchant captain fails an attack roll, ability check, or saving throw, the captain can force it to reroll the die. The target must use the new roll.
  • Knowledge Charm. The infiltrator carries a minor magical charm gifted to it by the organization. While wearing or carrying the charm, the infiltrator has proficiency in any two skills and is fluent in any one language (not included above). This proficiency and fluency last until the charm is lost or destroyed or until the infiltrator performs a 10-minute ritual to change the proficiency and fluency provided by the charm. If the infiltrator dies, the charm becomes nonmagical.


  • Multiattack. The infiltrator makes two Shortsword attacks and one Dagger attack. It can replace one attack with a use of Spellcasting.
  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  • 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.
  • Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  • Spellcasting. The infiltrator casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):



An infiltrator has the ability to fit in anywhere, filling whatever role necessary in order to get close to those its organization has interest in. Once an infiltrator has insinuated itself into a position of trust, it uses that position to influence its target and spread the organization’s influence. Bargaining, bribery, blackmail, or threats, the method matters little so long as it succeeds and furthers the organization’s goals.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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