Spy Master
Small or Medium Humanoid, NeutralAC 19
HP 137 (25d8 + 25)
Speed 30 ft., climb 30 ft.
STR
10 (+0)
Save +0
DEX
20 (+5)
Save +9
CON
12 (+1)
Save +5
INT
18 (+4)
Save +8
WIS
16 (+3)
Save +7
CHA
16 (+3)
Save +3
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
Senses Passive Perception 21
Languages Common plus two other languages
CR 10
Actions
Multiattack. The spy makes three attacks, using Rapier or Hand Crossbow in any combination.
Rapier. Melee Attack Roll: +9, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage plus 7 (2d6) Poison damage.
Hand Crossbow. Ranged Attack Roll: +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. con 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. The spy takes the Dash, Disengage, or Hide action.