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.
Spy CR: 1 (200 XP)
Medium humanoid (any race), any
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, Sleight of Hand +4, Stealth +4
Senses: Passive Perception 16
Languages: Any two languages
Challenge Rating: 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 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 feet 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: 1d6 + 2 piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 feet, one target. Hit: 1d6 + 2 piercing damage.
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