Spy

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Spy

Spy Statblocks

Spy

Spy

Summoned with Foe Foundry

Medium 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 Acrobatics +4, 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.

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.

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Elite Spy

Elite Spy

Summoned with Foe Foundry

Medium 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 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)

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.

Poison Darts (Recharge 5-6). The spy throws poisoned darts at a target within 30 feet. The target must make a DC 14 Dexterity save. On a failure, the target takes 25 (10d4) 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.

Reactions

Quick Draw (1/day). On initiative count 20, the spy may make one ranged attack.

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Spy Master

Spy Master

Summoned with Foe Foundry

Medium 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

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.

Stealthy Sneak. The spy moves up to half its speed without provoking opportunity attacks. It can then attempt to Hide.

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.

Reactions

Harassing Retreat (Recharge 5-6). When a hostile creature ends movement within 10 feet of the spy, it may move up to half its movement. As part of this reaction, it may make an attack against the triggering creature.

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.

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