Spies
Infiltrators, Informants, and Masters of Deception
Spies operate in the shadows, gathering secrets and manipulating events from behind closed doors. Kings, guilds, and cults alike employ these covert agents to ferret out information and spread lies that advance their agendas. A spy might spend years embedded in a role as a trusted advisor, a humble servant, or even a traveling entertainer in order to advance their true goals.
Spies are masters of trickery and deceit. They veil themselves in charm and lies, striking only when necessary and always covering their tracks. The best spies stay one step ahead, escaping danger in a puff of smoke or turning foes against each other with a whispered word. Those few who rise to become spymasters pull at strings in countless realms, crafting plots that can topple kingdoms – all while remaining unseen.
Spy Lore
- Spies serve as the unseen eyes and ears of many leaders, from lofty monarchs to seedy criminal kingpins
- Most spies lead double lives. They adopt disguises, cover identities, and code names to ingratiate themselves without arousing suspicion. A spy might pose as a traveling bard, a foreign dignitary, or as a servant – whatever role lets them observe and influence their mark.
- Spies employ exotic tools and tricks to achieve their missions. Poisoned blades and crossbow bolts are standard equipment, as are invisible inks, coded messages, and hidden dead drops
- Some spies even dabble in minor illusion magic or alchemy or utilize magical contraptions to assist in their covert operations
Spy Tactics
Spies are Ambusher NPCs who excel at infiltration, ambush, and escape. In combat, they rely on cunning and precision rather than brute force. Spies frequently:
- Avoid direct combat, preferring to attack from hiding or with surprise for maximum effect utilizing abilities like Sneaky Strike and Stealthy Sneak
- Coordinate with allies, spot vulnerabilities, and use feints or distractions to turn the tide with abilities like Identify Weakness and Charming Words
- Prioritize escape with abilities like Cunning Action and Smoke Bomb whenever outmatched or outflanked
- Don't fight fair, and frequently take advantage of Toxic Poison and Weakening Poison to weaken their foes
Spy Statblocks
From street-level informants to shadowy puppet-masters, these Spy statblocks scale to fit any situation. Spies are ideal antagonists for campaigns full of court intrigue, heists, and espionage, whether they appear as a lone infiltrator stealing plans or as part of a coordinated ring of agents. Each statblock represents a different caliber of spy: from a relatively skilled operative to a legendary spymaster. Use them to challenge your players with enemies who rely on wits, stealth, and subterfuge rather than sheer might.
Spy
A Spy is a trained clandestine operative adept at deceit and covert action. They serve as the rank-and-file agents of an espionage network or the secret scout for a villain. A spy moves quietly, observes carefully, and strikes only when a clean, quiet kill is assured. They often work alone or in the company of more overt muscle, slipping in and out of enemy strongholds with stolen information while others draw attention. In battle, a spy uses stealth, poison, and diversion to eliminate targets swiftly or to escape danger before it escalates.
Spy
Summoned with Foe FoundryMedium Humanoid (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.
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.
Potion of Healing (1/day). The spy consumes a Potion of Healing and regains 7 (2d4 + 2) hitpoints.
Elite Spy
An Elite Spy is a veteran agent entrusted with high-priority missions and delicate operations. These operatives have honed their craft through countless missions in enemy territory and hostile courts. They are often the handlers or lieutenants in a spy network, tasked with orchestrating complex plots: assassinations made to look accidental, thefts of heavily guarded artifacts, or the subversion of an enemy’s advisors. In a fight, an Elite Spy is relentless and resourceful. Their experience makes them unpredictable foes who always seem to have one more trick up their sleeve.
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 | 15 | +2 | +2 |
Wis | 15 | +2 | +2 |
Cha | 15 | +2 | +2 |
Skills SleightOfHand +6, Stealth +6, Investigation +6, Insight +4, Perception +6, Deception +4
Senses Passive Perception 16
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 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: +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.
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.
Spy Master
A Spy Master is the grandmaster of espionage and the elusive leader of a shadowy network. Cunning beyond measure, a spymaster rarely exposes themselves to direct danger. They manipulate events from the safety of false identities and safehouses. When forced into confrontation, however, a spy master reveals why they are so feared. Spymasters employ deadly poisons, lightning-quick reflexes, and a sharp wit to strike with deadly precision.
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 | 19 | +4 | +8 |
Wis | 15 | +2 | +6 |
Cha | 15 | +2 | +2 |
Skills Acrobatics +9, 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
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 7 (3d4) poison damage. If the attack was made with advantage, it deals an additional 10 (3d6) piercing damage.
Concealed Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120ft., one target. Hit 8 (1d6 + 5) 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 16):
3/day each: Charm Person
Bonus Actions
Cunning Action. The spy uses Dash, Disengage, or Hide.
Toxic Poison. Immediately after hitting a creature with an attack, the spy forces it to make a DC 15 Constitution saving throw. On a failure, it gains Susceptible to Poison (save ends at end of turn). A creature susceptible to poison ignores any immunity or resistance to poison that it may have. If it had no such immunity or resistance, it is instead vulnerable to poison.
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.
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.
Spy Encounter Ideas
Explore espionage-themed encounter ideas for 5E, perfect for dropping into any campaign featuring secret missions, double agents, and covert conflicts. Each scenario puts the PCs in the crosshairs of spies and their devious machinations, challenging them to think beyond brute force.
- A charismatic, well-dressed traveler befriends the party on the road. In truth, this companion is an Elite Spy sent to monitor their progress. Each night, he slips away to send messages about the party’s plans to a mysterious organization known only as The Obsidian Ledger.
- While visiting a bustling city bazaar in search of an important NPC, the party spots a cloaked figure observing the NPC. The moment the figure realizes they've been seen, the Spy bolts, initiating a frantic chase across rooftops and through winding alleys
- The PCs burst open a chamber in a dungeon, only to discover that it is a trap set by a Spy Master waiting for them with a knowing smile. The spymaster has the party surrounded, and wishes to discuss a job they want to "hire" the PCs to accomplish
- The PCs discover the recently killed body of an NPC they seek, stabbed in the back with an ornate poisoned dagger. The NPC clutches an important note addressed to the PCs tightly to their chest in a last act of defiance. Will the PCs discover the identity of the Spy behind the murder?
Spy Adventure Ideas
Dive into spy-themed adventure ideas for fantasy TTRPGs, featuring political intrigue, secret wars, and high-stakes missions where information is the deadliest weapon. Each idea below can fuel an entire adventure or campaign arc, pitting the heroes against elaborate conspiracies and forcing them to unravel plots before it's too late.
- The PCs are hired by a wealthy merchant for a vague task. Upon arrival at the manor, they are greeted by the merchant's Consiglieri (use a Spy statblock). They are tasked, in return for a hefty payment, with poisoning a rival noble and framing someone from the noble's household.
- The kingdom faces a major military defeat in its ongoing war due to leaked battle plans and foiled initiatives. The Queen's council has secretly hired the PCs to unmask a network of enemy Spies that have infiltrated the court and the army.
- A renowned Knight of the Realm and ally of the PCs is accused of treason after sensitive documents go missing. The knight insists on their innocence and begs the PCs to help them prove it. As the heroes investigate, they uncover a complex plot masterminded by an Elite Spy who now tries to cover their tracks by framing the PCs.
- A mysterious figure, known only as "The Spider", is rumored to possess important information that the party seeks. If they manage to track down this Master Spy for an audience, they will be asked to perform an equally dangerous or delicate operation in return for the knowledge they desire.