Spy
We're still working on the lore for this creature, but the stats are ready to go!
Spy Statblocks
Spy
Spy
Summoned with Foe FoundryMedium Humanoid (Spy)
AC 12 Initiative +6 (16)
HP 26 (4d8 + 8)
Speed 30 ft., climb 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 14 | +2 | +2 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 13 | +1 | +1 |
Wis | 12 | +1 | +1 |
Cha | 12 | +1 | +1 |
Skills SleightOfHand +4, Stealth +4, Investigation +3, Insight +3, Perception +3, Deception +3
Senses Passive Perception 13
Languages Common
CR 1 (200 XP; PB +2)
Traits
Deadly Ambusher. On the first turn of combat, the spy has advantage on any attack rolls against targets with lower initiative than it, and it scores a critical hit on a score of 19 or 20.
Actions
Covert Blade. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) piercing damage and 5 (2d4) poison damage.
Concealed Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120ft., one target. Hit 5 (1d6 + 2) piercing damage and 7 (2d6) poison damage.
Spellcasting. The spy casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 11):
1/day each: Charm Person
Bonus Actions
Cunning Action. The spy uses Dash, Disengage, or Hide.
Elite Spy
Elite Spy
Summoned with Foe FoundryMedium Humanoid (Spy)
AC 17 (Studded Leather Armor +1) Initiative +8 (18)
HP 71 (11d8 + 22)
Speed 30 ft., climb 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 18 | +4 | +4 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 13 | +1 | +1 |
Wis | 13 | +1 | +1 |
Cha | 13 | +1 | +1 |
Skills SleightOfHand +6, Stealth +6, Investigation +3, Insight +3, Perception +3, Deception +3
Senses Passive Perception 13
Languages Common
CR 4 (1,100 XP; PB +2)
Traits
Deadly Ambusher. On the first turn of combat, the spy has advantage on any attack rolls against targets with lower initiative than it, and it scores a critical hit on a score of 19 or 20.
Actions
Covert Blade. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) piercing damage and 20 (8d4) poison damage. On a hit, the target must make a DC 14 Constitution saving throw or become Poisoned until the end of its next turn.
Concealed Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120ft., one target. Hit 11 (2d6 + 4) piercing damage and 17 (5d6) poison damage.
Bonus Actions
Cunning Action. The spy uses Dash, Disengage, or Hide.
Potion of Healing (1/day). The spy consumes a Potion of Greater Healing and regains 14 (4d4 + 4) hitpoints.
Spy Master
Spy Master
Summoned with Foe FoundryMedium Humanoid (Spy)
AC 20 (Studded Leather Armor +3) Initiative +13 (23)
HP 187 (22d8 + 88)
Speed 30 ft., climb 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Dex | 20 | +5 | +9 |
Con | 18 | +4 | +8 |
Mod | Save | ||
---|---|---|---|
Int | 17 | +3 | +7 |
Wis | 17 | +3 | +7 |
Cha | 17 | +3 | +3 |
Skills Acrobatics +9, SleightOfHand +9, Stealth +13, Investigation +11, Insight +7, Perception +11, Deception +7
Senses Passive Perception 21
Languages Common
CR 10 (5,900 XP; PB +4)
Traits
Legendary Prowess (3/day). The spy can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.
Actions
Covert Blade. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (2d4 + 5) piercing damage and 10 (4d4) poison damage. On a hit, the target must make a DC 17 Constitution saving throw or become Poisoned until the end of its next turn.
Concealed Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120ft., one target. Hit 8 (1d6 + 5) piercing damage and 10 (3d6) poison damage.
Stealthy Sneak. The spy moves up to half its speed without provoking opportunity attacks. It can then attempt to Hide.
Bonus Actions
Cunning Action. The spy uses Dash, Disengage, or Hide.
Reactions
Identify Weakness. When an ally that the spy can see misses an attack against a hostile target, the spy can make an Investigation check with a DC equal to the hostile target's AC. On a success, the attack hits instead of missing.
Nimble Reaction (Recharge 4-6). When the spy is the only target of a melee attack, they can move up to half their speed without provoking opportunity attacks. If this movement leaves the spy outside the attacking creature's reach, then the attack misses.
Legendary Actions (3)
Attack. The spy makes a Covert Blade or Concealed Crossbow attack.
Dart. The spy moves up to its speed without provoking attacks of opportunity.
Nimble Reaction. The spy attempts to recharge its Nimble Reaction ability. It can't take this action again until the start of its next turn.