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Spy Master

Small humanoid, Neutral

Armor Class 19

Hit Points 137 (25d8 + 25)

Speed 30 ft., climb 30 ft.

STR 10 (+0)
DEX 20 (+5)
CON 12 (+1)
INT 18 (+4)
WIS 16 (+3)
CHA 16 (+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

Challenge 10

Actions

Multiattack. The spy makes three attacks, using Rapier or Hand Crossbow in any combination.

Rapier. m +9, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage plus 7 (2d6) Poison damage.

Hand Crossbow. r +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 DC 16, each creature in a 20-foot-radius Sphere centered on that point. 28 (8d6) Poison damage, and the target has the Blinded condition until the end of the spy's next turn. Half damage only.

Bonus Actions

Cunning Action. The spy takes the Dash, Disengage, or Hide action.

Source

Monster Manual (2024), p. 295