Sources
CR
Type
Size
Alignment
Movement

Spy Master

Small/Medium 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 (5,900 XP)

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.

Lore

Infiltrators and Informants