Dwarf, Spy

Medium humanoid (dwarf), lawful good

Armor Class

15 (studded leather)

Hit Points

45 (7d8 + 14)

Speed

30 ft.

Skills

Deception +3, Insight +4, Investigation +3, Perception +4, Persuasion +3, Sleight of Hand +5, Stealth +5

Damage Resistances

poison

Senses

darkvision 60 ft.

Languages

Common, Dwarvish, Undercommon

Challenge

4

Cunning Action

The dwarf can use a bonus action on its turn to take the Dash, Disengage, Hide, or Use an Object action.

Dungeoneer's Gear

This dwarf is equipped with a Dungeoneer's Pack.

Dwarven Resilience

The dwarf has advantage on saving throws against poison, and resistance to poison damage.

Keen Hearing and Sight

The dwarf has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Second-Story Work

Climbing does not cost the dwarf extra movement. In addition, when the dwarf makes a running jump, the distance it covers increases by 3 feet.

Sneak Attack (1/Turn)

Once per turn, the dwarf deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dwarf that isn't incapacitated and the dwarf doesn't have disadvantage on the attack roll.

Actions

Multiattack

The dwarf makes two attacks.

Shortsword

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Cuts any web.

Light Crossbow

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