Medium Humanoid (Any Race), Any Alignment
Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws DEX +5
Damage Immunities Poison
Senses Passive Perception 16
Languages Common, Halfling, Thieves' Cant Any two languages
Challenge 1 (200 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.

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.

Venomous Strike. Once per encounter, a member of the Emerald Vipers can apply poison to their weapon as a bonus action. The next successful hit with that weapon deals an additional 2d6 poison damage. Targets must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute.

Actions

Multiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Description

Rulers, nobles, merchants, guildmasters, and other wealthy individuals use rogues/spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal rogues/spies would rather die than divulge information that could compromise them or their employers.

Monster Tags: NPC

Habitat: Urban

cpeiffer21

Comments

Posts Quoted:
Reply
Clear All Quotes