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Spy

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.

Source: Systems Reference Document

Attributes

STR

10 (+0)

DEX

15 (+2)

CON

10 (+0)

INT

12 (+1)

WIS

14 (+2)

CHA

16 (+3)
StatValue
Creature TypeMedium Humanoid
AlignmentAny alignment
Armor Class12 ()
Hit Points27 (6d8 + 0)
Combat Rating1 CR
Speed30 ft
SensesPassive Perception 16
LanguagesAny two languages

Skills

Proficiencies: Deception, Insight, Persuasion, Sleight of hand, Stealth

Expertise: Perception, Investigation

  • Deception

    +5

  • Insight

    +4

  • Investigation

    +5

  • Perception

    +6

  • Persuasion

    +5

  • Sleight of hand

    +4

  • Stealth

    +4

Abilities

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)

Once per turn, the spy can deal an extra 7 (2d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The spy doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the spy doesn’t have disadvantage on the attack roll.

Damage: 2d6

Actions

  • Multiattack : action

    The spy makes two melee attacks.

Items

  • Shortsword

    Melee weapon Attack

    +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 Piercing damage

    Rolls:

    Attack: 1d20 + 4

    Damage: 1d6 + 2

  • Crossbow (Hand)

    Ranged weapon Attack

    +4 to hit, range (undefined/undefined) ft., one target. Hit: 1d6 + 2 Piercing damage.

    Rolls:

    Attack: 1d20 + 4

    Damage: 1d6 + 2

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