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Habitat: Any; Treasure: Implements, Individual

Spies use charm and deception to veil their true intentions. If forced into combat, they seek to end such conflicts quietly and decisively.


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

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.


Spy

Medium or Small Humanoid, Neutral
  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft., Climb 30 ft.
  • Initiative +4 (14)
STR
10 (0)
DEX
15 (2)
CON
10 (0)
INT
12 (1)
WIS
14 (2)
CHA
16 (3)
  • Saving Throws Str +0, Dex +2, Con +0, Int +1, Wis +2, Cha +3
  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Sleight of Hand +4, Stealth +6
  • Senses passive Perception 16
  • Languages Common plus one other language
  • Challenge 1 (200 XP)
  • Habitat Any
  • Treasure Implements, Individual
  • Gear Hand Crossbow, Shortsword, Thieves' Tools

Actions


  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) Piercing damage plus (2d6)Poison damage.
  • Hand Crossbow. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) Piercing damage plus (2d6)Poison damage.
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