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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