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Habitat: Any; Treasure: Implements, Individual

Spy masters have extensive experience in gathering secrets while leaving no evidence of their presence.


Spies

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.

Spy Personas
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.

Actions

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.

Bonus Actions

Cunning Action. The spy takes the Dash, Disengage, or Hide action.


Spy Master

Medium or Small Humanoid, Neutral
  • Armor Class 19
  • Hit Points 137 (25d8 + 25)
  • Speed 30 ft., Climb 30 ft.
  • Initiative +9 (19)
STR
10 (0)
DEX
20 (5)
CON
12 (1)
INT
18 (4)
WIS
16 (3)
CHA
16 (3)
  • Saving Throws Str +0, Dex +9, Con +5, Int +8, Wis +7, Cha +3
  • Skills Deception +7, Insight +7, Investigation +8, Perception +11, Sleight of Hand +9, Stealth +13
  • Senses passive Perception 21
  • Languages Common plus two other languages
  • Challenge 10 (5900 XP)
  • Habitat Any
  • Treasure Implements, Individual
  • Gear Hand Crossbow, Rapier, Thieves' Tools

Actions


  • Multiattack. The spy makes three attacks, using Rapier or Hand Crossbow in any combination.
  • Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d8 + 5) Piercing damage plus (2d6)Poison damage.
  • Hand Crossbow. Ranged Weapon Attack: +9 to hit, reach 30/120 ft., one target. Hit: (2d6 + 5) Piercing damage plus (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 (or [[8d6]] (8d6)) Poison damage, and the target has the Blinded condition until the end of the spy's next turn. *Success:* Half damage only.

Bonus Actions


  • Cunning Action. The spy takes the Dash, Disengage, or Hide action.
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