Spy
Medium Humanoid (any race), any alignment
200 XP
Special Abilities
Cunning Action
On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn)
The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Actions
Multiattack
The spy makes two melee attacks.
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Quick Reference
Running This Encounter
Spies excel at ambush tactics and information gathering rather than direct combat. Position them in advantageous locations with cover, escape routes, or reinforcements nearby. Use their cunning and stealth to create tension before combat begins, allowing them to use their Action Disengage to kite and harass the party. Remember they have access to tools and disguises that reward roleplay and investigation before violence.
Combat Tactics
Spies prioritize evasion and ranged attacks from cover, using their Cunning Action to Disengage or Hide every turn. They coordinate with allies when available and attempt to flee when health drops below half, using their knowledge of the terrain to escape.
Environment & Setting
Urban settings such as taverns, city streets, noble estates, or smuggler hideouts provide ideal cover and escape routes. These locations should feature multiple levels, furniture for cover, doors, windows, or alleys to encourage tactical movement.