Spy

Medium humanoid (any race), any alignment
Armor Class 12
Hit Points 27 (6d8)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses passive Perception 16
Languages any two languages
Challenge 1 (200 XP)
Traits
Cunning Action
On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn)
The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5ft of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Actions
Multiattack
The spy makes two melee attacks.
Shortsword
Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow
Ranged Weapon Attack: +4 to hit, range 30/120ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
- name Spy
- type humanoid
- ac 12
- hp 27 (6d8)
- size medium
- alignment any alignment
- abilities
- name STR
- value 10
- name DEX
- value 15
- name CON
- value 10
- name INT
- value 12
- name WIS
- value 14
- name CHA
- value 16
- speed 30ft
- cr 1
- skills
- name Deception
- value 5
- name Insight
- value 4
- name Investigation
- value 5
- name Perception
- value 6
- name Persuasion
- value 5
- name Sleight of Hand
- value 4
- name Stealth
- value 4