Monster
Spy Master
Official reference · XMM · 2024
- Creature type
- Humanoid
- Size
- Small/Medium
- Armor class
- 19
- Hit points
- 137 (25d8 + 25)
- Speed
- Walk 30 ft., Climb 30 ft.
- Challenge rating
- 10
- Alignment
- Neutral
- Strength
- 10
- Dexterity
- 20
- Constitution
- 12
- Intelligence
- 18
- Wisdom
- 16
- Charisma
- 16
- Passive Perception
- 21
- Initiative
- +9
- Saving Throws
- dex: +9; con: +5; int: +8; wis: +7
- Skills
- deception: +7; insight: +7; investigation: +8; perception: +11; sleight of hand: +9; stealth: +13
- Languages
- Common plus two other languages
Actions
Multiattack
The spy makes three attacks, using Rapier or Hand Crossbow in any combination.
Rapier
Melee Attack: +9, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage plus 7 (2d6) Poison damage.
Ranged Attack: +9, range 30/120 ft. Hit: 12 (2d6 + 5) Piercing damage plus 9 (2d8) Poison damage.
Smoke Bomb (1/Day)
The spy throws a bomb to a point it can see within 30 feet of itself. Constitution Saving Throw: DC 16, each creature in a 20-foot-radius Sphere centered on that point. Failure: 28 (8d6) Poison damage, and the target has the Blinded condition until the end of the spy's next turn. Success: Half damage only.
Bonus actions
Cunning Action