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Spy Master

Medium Humanoid (human, stealth, infiltrator), Neutral Evil


Armor Class 15 (leather armor)

Hit Points 68 (10d8+20)

Speed 30 ft.

STR 12 (+1)
DEX 18 (+4)
CON 14 (+2)
INT 16 (+3)
WIS 14 (+2)
CHA 12 (+1)

Saving Throws Dex +7, Int +6

Skills Insight +6, Stealth +9, Deception +6, Investigation +6

Condition Immunities charmed

Senses darkvision 60 ft., passive Perception 14

Languages Common, Thieves' Cant

Challenge 5 (1,800 XP) Proficiency Bonus +3


Master of Disguise. The Spy Master can cast the disguise self spell at will, without using a spell slot.
Network of Informants. The Spy Master has numerous contacts and informants, allowing them to gather information on any creature they have seen within the last month. The Spy Master can recall this information as if they had used the detect thoughts spell.
Evasion. If the Spy Master is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw.

Actions

Multiattack. The Spy Master makes two dagger attacks.
Dagger. Melee weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage. The dagger is well-balanced and can be thrown at a range of 20 feet.
Shadowy Escape. The Spy Master can use a bonus action to become invisible until the start of their next turn. They can reappear within 10 feet of the spot they vanished from.
Informant's Insight (Recharge 5-6). The Spy Master can use this ability to gain advantage on one ability check or saving throw as they call upon their network for assistance.

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Lore & Description

Appearance

The Spy Master is a slender figure, cloaked in dark, form-fitting leather armor adorned with shadowy insignia. They move with an almost feline grace, their piercing eyes constantly scanning their surroundings. Their fingers are deft, flicking between daggers and tools of deception as needed.

Behavior & Origins

The Spy Master operates from the shadows, a puppet master controlling a web of informants in every corner of the city. They are known for their cunning intellect and mastery of disguise, able to infiltrate any organization. The Spy Master prefers manipulation over direct confrontation, often orchestrating plots to eliminate rivals before they even know they're under threat. Players should approach carefully; alliances are illusions, and betrayal is often just a whisper away.

Generation Info

Original prompt:
"A spy master with a network of informants"

Created: Jan 28, 2026
Modified: May 22, 2026

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