NPC, Spy
- Size
- Medium
- Type
- Humanoid
- Alignment
- Any
- Armor Class
- 12
- Speeds
- 30
- Strength Score
- 10
- Dexterity Score
- 15
- Constitution Score
- 10
- Intelligence Score
- 12
- Wisdom Score
- 14
- Charisma Score
- 16
- Skill Proficiencies
- Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
- Vision
- Normal
- Languages Ref
- Any
- Hit Points
- 27
- Languages Prep
- Any
- Languages
- Any
Medium humanoid (any race), any alignment
Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.
- STR
- 10 (+0)
- DEX
- 15 (+2)
- CON
- 10 (+0)
- INT
- 12 (+1)
- WIS
- 14 (+2)
- CHA
- 16 (+3)
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Stealth +4
Senses passive Perception 16
Languages any two languages
Challenge 1 (200 XP)
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 5 ft. 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 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
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.
Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.