Spy
Humanoid · Medium
Informers, agents and hired eyes who work for guilds, courts and foreign crowns. A party rarely knows it has met one until its plans turn up in an enemy's hands.
- Danger
- A fight to fear
- How it is met
- Alone, day and night
- Challenge
- 1
- SRD 5.2.1 stat blocks
- Spy
Where it is met
Also: City, Town, Harbour, Fortress
Stat blocks (D&D 5e)
Spy
Medium or Small Humanoid, Neutral
AC 12 · Initiative +4 (14)
HP 27 (6d8)
Speed 30 ft., Climb 30 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 10 (+0), save +0 | 15 (+2), save +2 | 10 (+0), save +0 | 12 (+1), save +1 | 14 (+2), save +2 | 16 (+3), save +3 |
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Sleight of Hand +4, Stealth +6
Gear Hand Crossbow, Shortsword, Thieves’ Tools
Senses Passive Perception 16
Languages Common plus one other language
CR 1 (XP 200; PB +2)
Actions
Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage.
Hand Crossbow. Ranged Attack Roll: +4, range 30/120 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage.
Bonus Actions
Cunning Action. The spy takes the Dash, Disengage, or Hide action.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
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