CREATURE 6
Perception +17
Languages Common
Skills Deception +15, Diplomacy +13, Intimidation +15, Local Court Lore +16, Society +12, Stealth +14, Thievery +12
Str +0 Dex +4 Con +1 Int +2 Wis +4 Cha +4
Items dagger (4), disguise kit, fine clothes, leather armor, +1 rapier, thieves' tools
Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
AC 23; Fort +11, Ref +17, Will +14
HP 90
Speed 25 feet
Melee rapier +16 (deadly 1d8, disarm, finesse, magical), Damage 1d6+7 piercing
Melee dagger +14 (agile, thrown 10 feet, versatile s), Damage 1d4+6 piercing
Hidden Blade Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is flat-footed against the attack.
Sneak Attack The spy deals an extra 2d6 precision damage to flat-footed creatures.
Gamemastery Guide, page 208.
Open Spy in the interactive creatures list or browse all creatures starting with S.