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Spy

Challenge1

Rules source: Monster Manual (2025) · CR: 1 · Type: Humanoid

Combat statistics

  • Armor Class: 12
  • Hit Points: 27 (6d8)
  • Speed: Walk 30 ft., Climb 30 ft.
  • Initiative: +4 (14)
  • Challenge: 1 (200 XP)
  • Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Sleight of Hand +4, Stealth +6
  • Senses: Passive perception 16
  • Languages: Common plus one other language
  • Gear: Hand Crossbow, Shortsword, Thieves' Tools
  • Proficiency Bonus: +2
  • Damage resistances: None listed
  • Damage vulnerabilities: None listed
  • Damage immunities: None listed
  • Condition immunities: None listed
Ability Score (modifier) Saving throw
STR 10 (+0) +0
DEX 15 (+2) +2
CON 10 (+0) +0
INT 12 (+1) +1
WIS 14 (+2) +2
CHA 16 (+3) +3

Revised rules text

Actions

Shortsword. Melee Attack Roll: +4, reach 5 ft.

Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage.

Hand Crossbow. Ranged Attack Roll: +4, range 30/120 ft.

Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage.

Bonus actions

Cunning Action. The spy takes the Dash, Disengage, or Hide action.

Reference from your core rulebook

The links below open the original rulebook pages for the complete printed stat block, including traits, actions, spellcasting, reactions, and usage limits. The printed block is authoritative if searchable text elsewhere on this page differs.

Monster Manual (2025) — PDF page 298

Open the original rulebook — PDF page 298 — source PDF is not included in this player reference.

Printed book page: 295.

Sources

  • Your supplied Monster Manual (2025) — source PDF is not included in this player reference. — verified local reference
  • Monster Manual — original reference dataset (legacy source)
  • SRD 5.2.1 (external reference) — complete revised rules block
  • Structured SRD transcription (external reference) — searchable text; printed block remains authoritative

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