Spy CR 1 Medium humanoid

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πŸ‰ Bestiary β€Ί Humanoids

Medium humanoid (any race), any alignment

Armor Class 12 Hit Points 27 (6d8) Speed 30 ft.
STR 10 (+0)
DEX 15 (+2)
CON 10 (+0)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)

Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Stealth +4

Senses passive Perception 16

Languages any two languages

Challenge 1 (200 XP)   Proficiency Bonus +2

Traits

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Actions

Multiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Where to meet one

The encounter builder rolls the spy for fights in 🏘️ town.

More humanoids

Every humanoid in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.