Spy

- Size: Medium or Small
- Type: Humanoid
- Alignment: Neutral
- AC: 12
- Initiative: +4 (14)
- HP: 27(6d8)
- Speed: 30 ft, Climb 30 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 15 | +2 | +2 |
| CON | 10 | +0 | +0 |
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +2 |
| CHA | 16 | +3 | +3 |
- Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Sleight of Hand +4, Stealth +6
- Gear: Hand Crossbow, Shortsword, Thieves' Tools
- Senses: Passive Perception 16
- Languages: Common plus one other language
- CR: 1 (XP 200; PB +2)
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.
Lore & Background
Spies are skilled infiltrators and information gatherers who operate in the shadows of society, serving various masters from government agencies to criminal organizations to wealthy patrons seeking secrets. These professionals excel at blending into different social environments, adopting convincing personas, and extracting valuable information without arousing suspicion. Their success depends on maintaining multiple identities while navigating the complex web of loyalties and betrayals that define espionage work.
Most spies develop their skills through formal training in intelligence agencies or learn through apprenticeships with established operatives. They master the arts of deception, observation, and subtle manipulation while building networks of contacts and informants. The best spies are those who can adapt to any situation while maintaining absolute loyalty to their mission objectives.
Combat Tactics
Spies prefer to avoid direct confrontation, relying on stealth, misdirection, and escape tactics when discovered. They use their knowledge of human behavior and tactical training to exploit weaknesses and create opportunities for retreat. When forced to fight, they employ dirty tactics and improvised weapons while seeking to disengage as quickly as possible.
In combat situations, spies prioritize survival and mission completion over glory or honor. They use their skills in deception and stealth to gain tactical advantages, often striking from hiding before disappearing again. Their equipment focuses on versatility and concealment rather than raw combat effectiveness.
Encounter Ideas
1. The Double Agent A spy's conflicting loyalties become apparent when they are forced to choose between different masters or missions. The party becomes involved when they discover the spy's divided allegiances and must decide whether to expose, protect, or exploit this information.
2. The Information Broker A freelance spy offers to sell crucial intelligence to the party, but their information comes at a price that may involve moral compromises or dangerous obligations. The characters must evaluate the spy's reliability while navigating the ethics of espionage.
3. The Blown Cover A spy's carefully constructed identity is compromised, putting them in immediate danger from enemies who want revenge or information. The party must decide whether to help extract the spy or use their predicament to advance their own goals.
4. The Competing Networks The party becomes caught between rival espionage organizations, with spies from different factions attempting to recruit, manipulate, or eliminate them. Navigating this web of conflicting interests requires careful judgment and strategic thinking.
Environmental Effects
- Information Networks: The spy's presence indicates active intelligence gathering in the area, making sensitive information more valuable and dangerous
- Paranoia Atmosphere: Awareness of spy activity causes increased suspicion and distrust among local populations
- Covert Communications: Hidden messages, coded signals, and secret meetings become more common in areas with spy presence
- Identity Fluidity: The spy's multiple personas and cover identities make determining truth from fiction increasingly difficult
Treasure
- Coded Documents (100-500 gp): Encrypted intelligence reports and communications containing valuable information
- Disguise Kit (50-200 gp): Professional-quality materials for creating convincing false identities
- Surveillance Equipment (varies): Tools for gathering information and monitoring targets
- Contact Lists (varies): Networks of informants, allies, and safe houses in different locations
- False Credentials (200-800 gp): Expertly forged documents that provide access to restricted areas or organizations
Plot Hooks
1. The Missing Handler A spy's contact has disappeared under mysterious circumstances, leaving the operative without guidance or support. The party becomes involved when the spy seeks their help in determining what happened to their handler.
2. The Intercepted Message The party discovers communications intended for a spy network, revealing information about ongoing operations that could have major political implications. They must decide whether to act on this intelligence or use it for their own purposes.
3. The Turned Asset A spy who has been feeding information to enemies seeks redemption and offers to become a double agent for the party's cause. The characters must determine whether the spy can be trusted and how to use their position effectively.
4. The Espionage Academy The party discovers a training facility where future spies are being educated, but the curriculum includes techniques and targets that suggest sinister purposes. They must investigate the school's true objectives while avoiding detection by the skilled operatives in training.