12
27 (6d8)
walk 30 ft.
Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4
any two languages
1
On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
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 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
The spy makes two melee attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.