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
DEX
CON
INT
WIS
CHA
Stat | Value |
---|---|
Creature Type | Medium Humanoid |
Alignment | Any alignment |
Armor Class | 12 () |
Hit Points | 27 (6d8 + 0) |
Combat Rating | 1 CR |
Speed | 30 ft |
Senses | Passive Perception 16 |
Languages | Any 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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