Toy Spy

Tiny construct, unaligned

Armor Class 12
Hit Points 24 (7d4 + 7)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 13 (+1) 5 (-3) 10 (+0) 5 (-3)

Skills Perception +2, Stealth +4
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 12
Languages understands commands given in any language but can’t speak
Challenge 1 (200 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Constructed Nature. The spy doesn’t require air, food, drink, or sleep.
  • False Appearance. While the spy remains motionless, it is indistinguishable from a normal toy.
  • Innate Spellcasting. The spy’s innate spellcasting ability is Wisdom (spell save DC 10). The spy can innately cast the following spells, requiring only somatic components:
  • Keep Track. Upon its creation, a toy spy is magically connected to a mundane rock called a tracking stone. While holding the stone and speaking to the spy directly, a creature can instruct the spy to perform a simple action with a trigger. Up to three different triggers can be specified. When a specified trigger occurs, the tracking stone vibrates. A creature holding the stone can use an action to learn the spy’s location, up to 500 feet away. In addition, the stone’s holder can use an action to mentally order the toy spy to attack whatever triggered the stone to vibrate.

ACTIONS

  • Needle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. (The spy’s owner can substitute this poison for any other.)

ABOUT

Aristocrats and nobles steeped in politics and rivalries prize toy spies for their ability to gather intel. However, divination experts are more than capable of tracing a captured toy spy back to its tracking stone. To throw off an investigator’s search, toy spy owners sometimes give the spy’s tracking stone to another minion, such as a golem or animated object with orders on how and when to use the stone.

The toy spy is an unassuming yet versatile constructed minion useful in matters of espionage and security. It is a popular contraption among protective noble parents, paranoid shopkeeps, and wily wizards with questionable senses of humor. Most toy spies are crafted in the shape of a cute stuffed animal or a common knickknack unlikely to draw undo attention. In this unassuming guise, the toy spy does exactly what its name suggests, performing surveillance or reconnaissance on its creator’s behalf.

Parents and guardians sometimes gift their wards toy spies in order to determine when a child breaks a house rule or otherwise makes itself a menace.

Other times, a toy spy might serve as a discreet and inexpensive way to protect one’s home. Tinkers, inventors, and crafters learned long ago that toy spies make for much more affordable (and much less destructive) watchdogs than larger golems or animated objects.

Toy spies are not designed for combat, though they do possess a few offensive capabilities, which they typically resort to only if attacked or if some other prespecified condition is met. In addition, each toy spy is keyed to a special stone that allows its owner to identify its location and also order the spy to cast a simple spell such as sleep. Once it has disabled or distracted a threat, a toy spy typically escapes as quickly as possible to safety.

Section 15: Copyright Notice

Battlezoo Bestiary (5E) © 2022, Skyscraper Studios, Inc.; Authors: William Fischer, Stephen Glicker, Paul Hughes, Patrick Renie, Sen.H.H.S., and Mark Seifter.

This is not the complete license attribution - see the full license for this page