Armor Class: 14 (Hide)

Hit Points: 31 (7d8 +0)

Speed: 35ft (11,5m / 7 sqr)

Proficiency: +2


STR

10 (+0)

DEX

16 (+3)

CON

11 (+0)

INT

12 (+1)

WIS

11 (+0)

CHA

16 (+3)


Skills: Perception +2 Deception +5 Persuasion +5

Challenge: 1/2 (100 XP)


Actions

Multiattack.The Spy makes two weapon melee attacks or two ranged attacks.

Dagger. Melee Weapon Attack +5 to hit, range 20/60ft, one target. Hit: 5 (1d4 +3 ) piercing damage.

Properties: Thrown: range 20/60ft, Finesse, Light,

Light Crossbow. Ranged Weapon Attack +5 to hit, range 80/320ft, one target. Hit: 7 (1d8 +3 ) piercing damage.

Properties: Ammunition: range 80/320ft, Loading, Two-handed,


Special Abilities

Copycat: The spy can try to impersonate a target with the given time. By spending 25po and a week of work stalking its target the spy learns their speach and maneirms, giving the spy advantage on persuation, deception and desguise kit to impersonate its target. To acomplish that the spy must succeed on a Steath check vs the Passive Perception of the target.
Tool Proficiency: The spy is proficient with the Disguise Kit and Forgery Kit.

Racial Features

Ability Modifiers: +2 Dex, +1 Wis

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Darkvision: 60ft (18m / 12sqr)

Trance: meditate for 4 hours instead of sleep.

Keen Senses: proficiency in the Perception skill.

Elf Weapon Training: proficiency with the longsword, shortsword, shortbow, and longbow.

Mask of the Wild: can atempt to hide in foliage or natural climate phenomena.

Languages: speaks Common and Elvish.

Character created at rpgtinker.com

NPC Options



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