*medium human* *** ### Attributes **Armor Class** 17 (Spyder Sylk clothing) **Damage Reduction** 2 **Hit Points** 36 (8d8) **Speed** 9 m. STR |DEX| CON| INT| WIS| CHA -|-|-|-|-|- 10 (+0)| 17 (+3)| 10 (+0)| 14 (+2)| 14 (+2)| 16 (+3) **Skills** Computers + 4, Deception +7, Insight +4, Investigation +5, Perception +6, Sleight of Hand +5, Stealth +5 **Senses** Passive Perception 16 **Languages** Any two languages **Challenge** 2 (450 XP) *** ### Features **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 that has advantage on the attack roll, or when the target is within 1.5 meters 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 or ranged attacks. ***Nanoedge Kerambit.*** *Melee Weapon Attack*: +5 to hit, reach 1.5 m., one target. Hit: 7 (1d8+3) armor piercing, slashing damage. ***Urban Ranger 10mm.*** *Ranged Weapon Attack*: +5 to hit, range 12/36 m., one target. Hit: 12 (2d8+3) piercing damage. *** ### Description **Spies** are employed by corporations, intelligence agencies, and other wealthy individuals to gain the upper hand in a world of cutthroat politics. They describe government agents, experts of corporate espionage, undercover officers, any anyone else whose trade is illicit information. #SOK