# Spymaster

*Medium* *Humanoid*

- **Armor Class:** 16
- **Hit Points:** 97 (15d8+30)
- **Speed:** walk 35 ft.
- **Challenge Rating:** 7 (2,900 XP)
- **Source:** [A5e Monstrous Menagerie](https://enpublishingrpg.com/products/level-up-monstrous-menagerie-a5e) page 468

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 10 (+0) | 16 (+3) | 14 (+2) | 12 (+1) | 12 (+1) | 12 (+1) |

- **Saving Throws**: Dex +6, Int +4, Wis +4
- **Skills:** acrobatics +6, deception +4, perception +4, stealth +6
- **Senses:** blindsight 10 ft., darkvision 30 ft., passive Perception 14
- **Languages:** any two

### Special Abilities

- **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

- **Shortsword:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- **Hand Crossbow:** Ranged Weapon Attack: +6 to hit, range 30/120 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.
- **Rapid Attack:** The assassin attacks with their shortsword.
- **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.
- **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.


