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Spy

Medium Humanoid (any race), any alignment

CR 1

200 XP

AC: 12
HP: 27 (6d8)
Speed: walk 30 ft.
Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Stealth +4
Senses: passive Perception 16
Languages: any two languages
STR
10
+0
DEX
15
+2
CON
10
+0
INT
12
+1
WIS
14
+2
CHA
16
+3

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

Challenge: CR 1
Type: Humanoid
Size: Medium
Alignment: any alignment
Best for party of 4 at level 3-4

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.