Medium Humanoid (Any Race), Chaotic Neutral
Armor Class 14 Leather Armor
Hit Points 31 (7d8)
Speed 30 ft.
STR
8 (-1)
DEX
17 (+3)
CON
11 (+0)
INT
16 (+3)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws DEX +5, INT +5, WIS +3
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 15
Languages Common, Deep Speech, Elvish, Gnomish, Orc, Sylvan, Thieves' Cant
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Displacement (Recharge-6).  As a bonus action, the spy can project an illusory duplicate of itself that appears right next to it.  While the duplicate exists, creatures attacking the spy must do so at disadvantage.  If the spy takes damage, the illusion disappears and this effect ends.  Otherwise, the duplicate lasts for 1 minute or until the spy dismisses it as a bonus action.  

Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.  

Cunning Mind.  The spy has advantage against all Intelligence, Wisdom, and Charisma saving throws against magic.  

Spellcasting.  The spy is a 4th level spellcaster.  It's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks).  The spy has the following wizard spells prepared:  

Cantrips (at will):  booming blade, mage hand, minor illusion, prestidigitation, true strike

1st level (4 slots):  color spray, disguise self, fog cloud, grease, sleep

2nd level (3 slots):  blur, invisibility, misty step, rope trick, phantasmal force

Mage Hand Legerdemain.  The spy can use a bonus action to cast mage hand and control the spectral hand.  In addition, the spectral hand is invisible.  

Magical Ambush.  If the spy is hidden when it casts a spell, any creatures affected by the spell have disadvantage on the first saving throw it has to make against the spell.   

  

Actions

Multiattack. The spy makes three attacks, two with its shortsword and one with its dagger, or it can make one attack with its shortsword and one ranged attack with its hand crossbow.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 

Dagger.  Melee or Ranged Weapon Attack:  +5 to hit, reach 5 ft., or range 20/60 ft., one target.  HIt:  5 (1d4 + 3) piercing damage.  

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Reactions

Uncanny Dodge (3/day).  When the spy can see an attacker hit it with an attack, it can uses its reaction to halve the attack's damage.  

Monster Tags: NPC

Habitat: Urban

VultureSniper

Comments

Posts Quoted:
Reply
Clear All Quotes