Spy Master

Small or Medium Humanoid, Neutral
MM'24

AC 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.