b'NPC, Infiltrator \n'b'  Family:   NPC  \n'b'  Medium   humanoid  (any),  neutral  \n'b'  Armor Class  13 (studded leather)  Hit Points  55 (10d8 + 10)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  15 (+2)  CON:  13 (+1)  INT:  16 (+3)  WIS:  15 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Deception  +5,  Investigation  +5,  Perception  +4  Senses  passive  Perception  14  Languages  any three languages  Challenge  2 (450 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Rapier .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage. \n'b'  Quip .  Ranged Spell Attack : +7 to hit, range 60 ft., one target.  Hit : 14 (3d6 + 4) psychic damage. \n'b'  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\xe2\x80\x99s next turn. \n'b'  Spellcasting . The merchant captain casts one of the following spells, using  Charisma  as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b'  At will :  comprehend languages ,  mage hand ,  mending  \n'b'  3/day each :  calm emotions ,  enthrall ,  heroism  \n'b'  1/day each :  confusion ,  freedom of movement  \n'b'\n'b' REACTIONS \n'b'\n'b'  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. \n'b'  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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The infiltrator makes two Shortsword attacks and one Dagger  attack . It can replace one  attack  with a use of Spellcasting. \n'b'  Shortsword .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) piercing damage. \n'b'  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. \n'b'  Light Crossbow .  Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target.  Hit : 6 (1d8 + 2) piercing damage. \n'b'  Spellcasting . The infiltrator casts one of the following spells, using  Intelligence  as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b'  At will :  mage hand ,  message ,  minor illusion  \n'b'  3/day each :  charm person ,  sleep  \n'b'  1/day :  invisibility  \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Cunning Action . The infiltrator takes the  Dash ,  Disengage , or  Hide  action. \n'b'\n'b' ABOUT \n'b' 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\xe2\x80\x99s influence. Bargaining, bribery, blackmail, or threats, the method matters little so long as it succeeds and furthers the organization\xe2\x80\x99s goals.'