### Spy *Medium humanoid (any race), any alignment* **Armor Class** 12 **Hit Points** 27 (6d8) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | **Skills** Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 **Senses** passive Perception 16 **Languages** any two languages **Challenge** 1 (200 XP) ***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 feet 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. Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spies** to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.