Infiltrators and Informants
Habitat: Any; Treasure: Implements, Individual
Spy masters have extensive experience in gathering secrets while leaving no evidence of their presence.
Spies gather information and disseminate lies, manipulating people to gain the results the spies’ patrons desire. They’re trained to manipulate, infiltrate, and—when necessary—escape in a hurry. Many adopt disguises, aliases, or code names to maintain anonymity. Roll on or choose a result from the Spy Personas table to inspire a spy’s disguise.
1d4 |
The Spy Disguises Themself As ... |
---|---|
1 |
A bard or traveling performer. |
2 |
A captive or servant of a monster or villain. |
3 |
A dignitary or traveler from a distant land. |
4 |
A visitor from a different time or world. |
Multiattack. The spy makes three attacks, using Rapier or Hand Crossbow in any combination.
Rapier. Melee Attack Roll: +9, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage plus 7 (2d6) Poison damage.
Hand Crossbow. Ranged Attack Roll: +9, range 30/120 ft. Hit: 12 (2d6 + 5) Piercing damage plus 9 (2d8) Poison damage.
Smoke Bomb (1/Day). The spy throws a bomb to a point it can see within 30 feet of itself. Constitution Saving Throw: DC 16, each creature in a 20-foot-radius Sphere centered on that point. Failure: 28 (8d6) Poison damage, and the target has the Blinded condition until the end of the spy’s next turn. Success: Half damage only.
Cunning Action. The spy takes the Dash, Disengage, or Hide action.