Master Spy

Medium humanoid (any), any alignment

Armor Class 16 (studded leather)
Hit Points 84 (13d8 + 26)
Speed 30 ft.

11 (+0) 18 (+4) 15 (+2) 15 (+2) 13 (+1) 10 (+0)

Saving Throws Dexterity +7, Intelligence +5
Skills Insight +4, Investigation +5, Perception +4, Sleight of Hand +10, Stealth +10
Senses passive Perception 14
Languages Common, thieves’ cant
Challenge 8 (3,900 XP)

Special Traits

  • Cunning Action. On each of its turns, the master spy can use a bonus action to take the Dash, Disengage, or Hide action.
  • Evasion. When the master spy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the it instead takes no damage if the save is successful, and only half damage if the roll is a failure.
  • Martial Advantage. Once per turn, the master spy can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the master spy that isn’t incapacitated.


  • Multiattack. The master spy can make three attacks with either its rapier or its hand crossbow.
  • Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft.; one creature. Hit: 8 (1d8 + 4) piercing damage.
  • Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


  • Parry. The master spy adds 3 to its AC against one melee attack that would hit it. To do so, the master spy must see the attacker and be wielding a melee weapon.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

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