SRD5:Spy NPC: Difference between revisions
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| | |summary= <!-- 1-2 line unofficial, UNPLAGIRIZED, description --> | ||
{{ | |feature1=Cunning Action | ||
|flimit1= | |||
|fdesc1=On each of its {{srd5lc|Turn}}s, the spy can use a {{srd5lc|Bonus Action}} to take the {{srd5lc|Dash}}, {{srd5lc|Disengage}}, or {{srd5lc|Hide}} action. | |||
| | |feature2=Sneak Attack | ||
{{ | |flimit2=1/Turn | ||
|fdesc2=The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has {{srd5lc|Advantage}} on the {{srd5lc|Attack Roll}}, or when the target is within 5 feet of an ally of the spy that isn't {{srd5lc|Incapacitated}} and the spy doesn't have {{srd5lc|Disadvantage}} on the attack roll. | |||
|action1=Multiattack | |||
|alimit1= | |||
|adesc1=The spy makes two {{srd5lc|Melee Attack}}s. | |||
{{ | |action2=Shortsword | ||
|alimit2= | |||
|adesc2=''{{SRD5|Melee Weapon Attack}}:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d8+2) {{srd5lc|Piercing}} damage. | |||
|action3=Hand Crossbow | |||
|alimit3= | |||
|adesc3=''{{SRD5|Ranged Weapon Attack}}:'' +4 to hit, {{srd5lc|Range}} 30/120 ft., one target. ''Hit:'' 5 (1d6+2) {{srd5lc|Piercing}} damage. | |||
}} | }} | ||
Rulers, nobles, merchants, guildsmasters, 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. | Rulers, nobles, merchants, guildsmasters, 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. | ||
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==Sources== | ==Sources== | ||
* | * {{Cite Pub|SRD-OGL v5.1}} | ||
{{SRD5 Footer|Monster}} | {{SRD5 Footer|Monster}} | ||
{{5e Monster Data}} | |||
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Revision as of 19:40, 3 April 2020
See Spy (disambiguation)
| Spy (NPC) | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Medium Humanoid (Any Race), Any Alignment | ||||||||||||
| Armor Class: 12 | ||||||||||||
| Hit Points: 27 (5d8) | ||||||||||||
| Speed: 30 ft. | ||||||||||||
| ||||||||||||
| 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)Proficiency Bonus (PB): +2 | ||||||||||||
FeaturesCunning Action. On each of its turns, the spy can use a bonus action to take the dash, disengage, or hide action. ActionsMultiattack. The spy makes two melee attacks. |
Rulers, nobles, merchants, guildsmasters, 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.
Sources
- Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast.
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