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
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:
| 1d4 | The Spy Disguises Themself As... |
|---|---|
| 1 | A bard or traveling performer. |
| 2 | A captive or servant of a monster or villain. |
| 3 | A dignitary or traveler from a distant land. |
| 4 | A 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.