Spy

Monster Manual (2025) p. 295

Size
Small
Type
humanoid
Alignment
neutral
AC
12
Initiative
4
Hit Points
27 (6d8)
Speed
walk 30 ft., climb 30 ft.
Skills
Insight +4, Deception +5, Stealth +6, Investigation +5, Sleight of Hand +4, Perception +6
Passive Perception
16
Languages
Common plus one other language
Challenge
1
Lineage
Spy
Environment
any
STR
10
+0
DEX
15
+2
CON
10
+0
INT
12
+1
WIS
14
+2
CHA
16
+3

Traits

Proficiency Bonus

+2

Gear

Hand Crossbow, Shortsword, Thieves' Tools

Treasure

Implements: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme. Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.

Size

Small, Medium

Actions

Shortsword

Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage.

Hand Crossbow

Ranged Attack Roll: +4, range 30/120 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage.

Cunning Action (Bonus Action)

The spy takes the Dash, Disengage, or Hide action.

Other data

description

Spies gather information and disseminate lies, manipulating people to gain the results the spies' patrons desire. They're trained to manipulate, infiltrate, and—when necessary—escape in a hurry. Many adopt disguises, aliases, or code names to maintain anonymity. Roll on or choose a result from the Spy Personas table to inspire a spy's disguise.

Spy Personas:

1d4The Spy Disguises Themself As...
1A bard or traveling performer.
2A captive or servant of a monster or villain.
3A dignitary or traveler from a distant land.
4A visitor from a different time or world.

Spy: Spies use charm and deception to veil their true intentions. If forced into combat, they seek to end such conflicts quietly and decisively.