Page 350 - Monster Manual [11th Print]
P. 350

S C OUT                                           ACTI O  N  S
             Medium humanoid (any race), any alignment         Multiattack. The spy makes two melee attacks.
                                                               Shortsword. Melee Weapon Attack: +4 to  i t, reach 5 ft., one
                                                                                            h
                      1
             Armor Class  3   (leather armor)
             Hit Points 1 6   (3d8 + 3)                        target. Hit: 5 (ld6 + 2) piercing damage.
             Speed 30 ft.                                      Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30 1 2 0
                                                                                                         /
                                                               ft., one target. Hit: 5  (ld6 + 2) piercing damage.
               STR     DEX    CON     INT    WIS    CHA
              1 1   (+O)   14 (+2)   12 (+l)   11  (+O)   1 3   (+l)   11  (+O)   Rulers, nobles, merchants, guildmasters, and other
                                                               wealthy individuals use spies to gain the upper hand in
             Skills N a ture +4,  Perception +5, Stealth +6, Survival +5   a world of cutthroat politics. A spy is trained to secretly
             Senses passive Perception  5                      gather information. Loyal spies would rather die than
                                1
             Languages any one language (usually Common)       divulge information that could compromise them or
             Challenge 1/2 (100 XP)
                                                               their employers.
             Keen Hearing and Sight. The scout has advantage on Wisdom
             (Perception) checks that rely on hearing or sight.
                T
             AC I O  N S
                                                o
             Multiattack. The scout makes two melee attacks  r   two
             ranged attacks.
             Shortsword.  Melee Weapon Attack: +4 to  i t, reach 5 ft., one
                                          h
             target. Hit: 5  (ld6 + 2) piercing damage.
             Longbow. Ranged Weapon Attack: +4 to hit, ranged
             1 5 0/600 ft., one target. Hit: 6 (ld8 + 2)  piercing damage.
             Scouts are skilled hunters and trackers who offer
             their services for a fee. Most hunt wild game, but
             a few work as bounty hunters, serve as guides, or
             provide military reconnaissance.

                                                                           \.
             SPY
             Medium humanoid (any race), any alignment

             Armor Class  2
                      1
                    2
             Hit Points  7   (6d8)
             Speed 30 ft.
               STR     DEX    CON     INT    WIS    CHA
              1 0   (+O)   15 (+2)   1 0   (+O)   12 (+l)   14 (+2)   16 (+3)

                                   I
             Skills Deception +5, I n sight +4,  n vestigation +5,  Perception +6,
              Persuasion +5, Sleight of Hand +4, Stealth +4
             Senses passive Perception  6
                                1
             Languages any two languages
             Challenge l  (200 XP)
             Cunning Action. On each of its turns, the spy can use a bonus
             action to take the Dash, Disengage, or Hide action.
             Sneak Attack. Once per 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 5 feet of an ally of the spy
             that isn't incapacitated and the spy doesn't have
             disadvantage on the attack roll.












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