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.

StrDexConIntWisCha
10 (+0), save +015 (+2), save +210 (+0), save +012 (+1), save +114 (+2), save +216 (+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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