Poisoner's Instinct.*** The Lyhnn Merchant Guild Operative knows how to create and administer poison. They have advantage on Constitution saving throws against poison and they know the Poisoner's Kit proficiency. ***Cunning Action.*** On each of its turns, the operative can use a bonus action to take the Dash, Disengage, or Hide action.
Actions
Spellcasting.*** The Lyhnn Merchants Guild Operative is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared: * **Cantrips (at will):** *mage hand, minor illusion, ray of frost* * **1st level (4 slots):** *charm person, disguise self, find familiar, magic missile, sleep* * **2nd level (3 slots):** *invisibility, misty step, phantasmal force* * **3rd level (3 slots):** *counterspell, fireball, fly, lightning bolt, nondetection*
***Multiattack.*** The operative makes two dagger attacks. ***Dagger.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage. ***Light Crossbow.*** *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
Roleplaying Notes
A cheerful and charismatic rogue who uses her skills to help those in need. She often works as a spy for a local benevolent guild, seeking out injustice and corruption.
Secret representative of the Empire of Lyhnn Merchants Guild