Medium humanoid, neutral evil
- Armor Class
- 12
- Hit Points
- 27 (6d8)
- Speed
- 30 ft.
- Challenge
- 1 (200 XP)
- Skills
- Insight +4, Stealth +4, Deception +5, Perception +6, Persuasion +5, Investigation +5, Sleight of hand +4
- Senses
- darkvision 120 ft., passive Perception 16
- Languages
- any two languages, Elvish, Undercommon
Traits
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 drow spy has advantage on saving throws against being charmed, and magic can't put the drow spy to sleep.
While in sunlight, the drow spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
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.
Spellcasting
The drow spy's innate spellcasting ability is Charisma (spell save DC 13). The drow spy can innately cast the following spells, requiring no material components: