Spy Master

Small or Medium Humanoid, Neutral

STR
10 (+0)
DEX
20 (+5)
CON
12 (+1)
INT
18 (+4)
WIS
16 (+3)
CHA
16 (+3)

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.

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Spy Master

Source: Monster Manual (2025), p. 295 - Licenses and attribution