Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

All | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | Starship-Scale | T | U | V | W | X | Y | Z

Template Grafts | Universal Monster Rules


Infiltrators

Source Interstellar Species pg. 168
Infiltrators are skilled at sneaking in and out of restricted places. Although different types of infiltrators may have similar goals, their methods for avoiding or compromising guards and security measures differ greatly: shapeshifters rely on their ability to become someone else, spies are masters of remaining undetected, hackers can easily break into both physical locations and computer systems to steal information, and double agents are trained to maintain a cover and lie about their allegiances.
In adventures, infiltrators are most often encountered as antagonists who are planning to break into a secure facility to carry out acts of espionage or sabotage or to exfiltrate prisoners. Depending on the type of gig in question, infiltrators may work with assassins or thieves

Aliens in the "Infiltrators" Family

NameCR
Double Agent8
Hacker5
Shapeshifter11
Spy14

Infiltrators, Spy

Source Interstellar Species pg. 169

Spy CR 14

XP 38,400
Scyphozoan
NE Medium aberration
Init +8; Senses blindsense (vibration) 30 ft.; Perception +26

Defense

HP 250
EAC 28; KAC 30
Fort +16; Ref +16; Will +14

Offense

Speed 40 ft., swim 40 ft.
Melee tentacle +24 (8d6+18 A & B)
Ranged onslaught meduza rifle +27 (7d8+14 A & S; critical bind)
Offensive Abilities acidic tentacles

Statistics

STR +4; DEX +8; CON +1; INT +6; WIS +0; CHA +0
Feats Shot on the Run
Skills Acrobatics +26, Engineering +26, Stealth +31
Languages Common, Scyphozoan
Other Abilities amphibious
Gear freebooter armor IV, commander meduza rifle (page 119) with 2 super-capacity batteries (80 charges each)

Description

Spies often engage in corporate espionage, infiltrating secure locations to steal intellectual property such as plans or prototypes for new types of weapons, engines, medicine, or cybernetics. In times of war, spies are needed to gather military intelligence behind enemy lines. In either case, a spy most often relies on stealth to sneak past guards, leaving as little evidence as possible about their presence.
Despite their preference for subterfuge, spies rarely hesitate to dispatch with anyone who gets in the way of their mission.