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 (Human, Spy)
AC 12 Initiative +4 (14)
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 | 11 | +0 | +0 |
Wis | 12 | +1 | +1 |
Cha | 12 | +1 | +1 |
Skills SleightOfHand +4, Stealth +4, Investigation +2, Insight +3, Perception +3, Deception +3
Senses Passive Perception 13
Languages Common
CR 1 (200 XP; PB +2)
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.
Poison Darts (Recharge 5-6). The spy throws poisoned darts at a target within 30 feet. The target must make a DC 12 Dexterity save. On a failure, the target takes 9 (2d8) poison damage and is Poisoned (save ends). While poisoned in this way, the target is Weakened. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Bonus Actions
Cunning Action. The spy uses Dash, Disengage, or Hide.
Elite Spy¶
Elite Spy
Summoned with Foe FoundryMedium Humanoid (Human, Spy)
AC 17 (Studded Leather Armor +1) Initiative +6 (16)
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 | 17 | +3 | +3 |
Wis | 13 | +1 | +1 |
Cha | 13 | +1 | +1 |
Skills Acrobatics +6, SleightOfHand +6, Stealth +6, Investigation +5, Insight +3, Perception +3, Deception +3
Senses Passive Perception 13
Languages Common
CR 4 (1,100 XP; PB +2)
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.
Spellcasting. The spy casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Charm Person
Bonus Actions
Cunning Action. The spy uses Dash, Disengage, or Hide.
Reactions
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.
Spy Master¶
Spy Master
Summoned with Foe FoundryMedium Humanoid (Human, 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 | 19 | +4 | +8 |
Wis | 15 | +2 | +6 |
Cha | 15 | +2 | +2 |
Skills SleightOfHand +9, Stealth +13, Investigation +8, Insight +6, Perception +10, Deception +6
Senses Passive Perception 20
Languages Common
CR 10 (5,900 XP; PB +4)
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.
Subtle Mind. The spy casts its spells without requiring verbal or somatic components.
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 Weakened until the end of its next turn. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Concealed Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120ft., one target. Hit 8 (1d6 + 5) piercing damage and 10 (3d6) poison damage.
Spellcasting. The spy casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):
3/day each: Charm Person
Bonus Actions
Cunning Action. The spy uses Dash, Disengage, or Hide.
Smoke Bomb (1/day). The spy throws a smoke bomb at a point they can see within 30 feet. A thick obscuring cloud of smoke billows forth and fills a 10 ft radius sphere. The smoke lasts for 4 (1d4 + 2) rounds and can be dispersed with a light wind.
Reactions
Overwatch (Recharge 4-6). When a hostile creature within 60 feet of the spy moves and the spy can see that movement, it can make a ranged attack against the target.
Legendary Actions (3)
Attack. The spy makes a Covert Blade or Concealed Crossbow attack.
Spellcasting. The spy uses Spellcasting. It can't take this action again until the start of its next turn.
Teleport. The spy teleports up to 60 feet to a location it can see.