Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
any two
Traits
Assassinate
During the first turn of combat, the assassin has advantage on attack rolls against any creature that hasnt acted. On a successful hit, each creature of the assassins choice that can see the assassins attack is rattled until the end of the assassins next turn.
Dangerous Poison
As part of making an attack, the assassin can apply a dangerous poison to their weapon (included below). The assassin carries 3 doses of this poison. A single dose can coat one melee weapon or up to 5 pieces of ammunition.
Evasion
When the assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.
Sneak Attack (1/Turn)
The assassin deals an extra 21 (6d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the assassins target is within 5 feet of an ally of the assassin while the assassin doesnt have disadvantage on the attack.
Actions
Hand Crossbow
+6 to hit, range 30/120 ft (9.1/36.6 m). Hit: 1d6+3 piercing damage.
Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortsword
+6 to hit, reach 5 ft (1.5 m). Hit: 1d6+3 piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bonus Actions
Cunning Action
The assassin takes the Dash, Disengage, Hide, or Use an Object action.
Don Disguise
The spymaster uses a disguise kit, making a Deception check to create the disguise. While the spymaster is wearing a disguise, their true identity can't be determined even if the disguise fails.
Rapid Attack
The assassin attacks with their shortsword.
Study Adversary
The spymaster studies the defenses of a creature engaged in combat. The spymaster gains advantage on all attacks and contested ability checks against that creature for 24 hours or until they study a different creature.
About Spymaster
Spymaster is a medium humanoid with a Challenge Rating of 7. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 16 and possesses 97 hit points (derived from 15d8+30).
Spymaster has communication capabilities including any two. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Spymaster
2 tips available
GM Tips: Using Spymaster
When using Spymaster in your D&D 5e campaign, consider these tactical approaches:
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Significant Threat: Challenging for parties of levels 5-10
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Epic Potential: Consider legendary actions for memorable battles
Player Guide: Facing Spymaster
2 strategies available
Player Guide: Facing Spymaster
When your party encounters this creature, keep these strategies in mind:
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Significant Threat: Prepare spells and resources
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Team Coordination: Coordinate attacks and defenses
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 7.
Solo Encounter:
A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 5,600 XP
- Hard: 8,400 XP
- Deadly: 11,200 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Spymaster?
- Spymaster has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
- What type of creature is Spymaster?
- Spymaster is a Medium Humanoid, which affects how certain spells and abilities interact with it.
- What languages does Spymaster speak?
- Spymaster can communicate in any two.
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