Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses
passive Perception 16
Languages
any two languages
Traits
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Actions
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
How many spies for a fight?
A spy is worth 200 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many spies fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
1
1
2
2nd
2
3
4
3rd
3
4
8
4th
5
7
10
5th
10
12+
12+
6th
12
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the spy compares at CR 1
Against the 24 other challenge 1 monsters in the SRD 5.1, the spy has more hit points than 13 of them, which makes it tougher than most at its CR. See every CR 1 monster.
Statistic
Spy
CR 1 average
Armor Class
12
12.9
Hit points
27
28
Best attack bonus
+4
+4
Spy 2024 stat block
The 2024 Monster Manual revised the spy, and the SRD 5.2 carries the new stat block. What changed:
Speed: 30 ft. → 30 ft., climb 30 ft..
Gone from it: Sneak Attack and Multiattack.
Armor Class
12
Hit Points
27 (6d8)
Speed
30 ft., climb 30 ft.
Challenge
1 (200 XP)
STR
DEX
CON
INT
WIS
CHA
10 (+0)
15 (+2)
10 (+0)
12 (+1)
14 (+2)
16 (+3)
Senses
passive Perception 16
Languages
Common plus one other language
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.