Free interactive D&D 5e SRD stat block

Spy

Medium Humanoid, CR 1, AC 12, 27 HP. Neutral.

Medium Humanoid, Neutral

AC
12
Initiative
+4 (14)
HP
27 (6d8)
Speed
30 ft., Climb 30 ft.
ScoreModSave
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
Senses
Passive Perception 16
Languages
Common plus one other language
CR
1 (XP 200; PB +2)
Gear
Hand Crossbow, Shortsword, Thieves' Tools

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.

How to run Spy

A spy is a CR 1 humanoid whose stat block is built for the scene before the fight. Passive Perception 16, Stealth +6, Investigation +5, Deception +5, Insight +4: the spy notices the party first, knows they're armed, and has been listening to their conversation in the next booth. By the time combat starts, the spy already knows which PC has the magic item and is positioning toward the door.

Open at range with the Hand Crossbow: +4 to hit, 30/120 ft., 1d6+2 piercing plus 2d6 poison. That's an average of 12 damage on a hit, which is brutal at a CR appropriate for level 1 or 2 parties. Fire from cover or from a window across the alley, then use Cunning Action to Hide as a bonus action and reset for next round. Climb 30 lets the spy go up a wall mid-combat to break line of sight, which is the key trick: a spy on the rooftop is a spy the party's melee can't reach without burning two turns on Athletics checks.

In melee, switch to Shortsword: +4, 1d6+2 piercing plus 2d6 poison, same 12 average. Spies don't dual wield and don't multiattack, so they live and die on positioning and the poison rider. Cunning Action gives Dash, Disengage, or Hide every turn as a bonus action, which means the spy never eats an opportunity attack and never sticks around to be focused down. AC 12 and 27 HP say loudly that one good hit will take them out of the fight; play accordingly.

The spy does not fight to the death. Their job is information, not combat. Once Bloodied, Cunning Action Disengage and Dash for the door, and don't look back. If captured, they lie. Insight +4 means the spy reads the interrogator's tells, and Deception +5 means they pass most checks the party isn't actively prepared for. Whoever they were working for is the real campaign question.

Have the spy carry one document the party recognizes: a sketch of the wizard's tower, a name from a previous session, a coded note in a language one PC speaks. The fight ends in a clue, not a corpse.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →