Kryx RPGThemesMonsters

Spy

Medium humanoid (any species)
Challenge
1 (200 XP)

STR
0
DEX
2
CON
0
INT
1
WIS
2
CHA
3

27
6d8
12
Fort
+0
Ref
+1
Will
+2

Speed 9 m.
Senses passive Perception 15
Skills Deception +5, Insight +4, Perception +5, Persuasion +5, Skulduggery +4, Stealth +4, Streetwise +5
Languages any two languages

Cunning Action. On each of its turns, the spy can take an additional action. This action can only be used to make a Skulduggery or Stealth check or take the Disengage, Hide, or Use an Object action.

Alternatively, as a bonus action, you can take the Dash action.

Maneuvers. The spy uses maneuvers (maneuver save DC 12). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice when it finishes a short rest, and knows the following maneuvers:

1 stamina die: ambush, bait and switch, distract, feint, gag, nimble, positioning strike, sand in the eyes, spring attack, vault

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 1.5 meters 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 1.5 m. Hit: 5 (1d6 + 2) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 4 (1d4 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 9/35 m. Hit: 5 (1d6 + 2) piercing damage.

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