Spy Master

Medium or Small Humanoid, Neutral
Initiative +9 (19)
AC 19
HP 137 (25d8 + 25)
Speed 30 ft., Climb 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
10
+0
+0
Dex
20
+5
+9
Con
12
+1
+5

Int
18
+4
+8
Wis
16
+3
+7
Cha
16
+3
+3

Skills Deception +7, Insight +7, Investigation +8, Perception +11, Sleight of Hand +9, Stealth +13
Gear Hand Crossbow, Rapier, Thieves' Tools
Senses Passive Perception 21
Languages Common plus two other languages
CR 10 (XP 5 900; PB +4)
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. 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. The spy takes the Dash, Disengage, or Hide action.

Spy masters have extensive experience in gathering secrets while leaving no evidence of their presence.
Habitat: Any
Treasure: Individual, Implements
Monster Manual 2024
  1. DnD 2024 Monsters › Spy Master
Spy Master