Spy Creature 6

NMediumHumanHumanoid

Pathfinder Gamemastery Guide (Second Edition), page 207; family: Courtiers

No empire would be complete without its spies. The spy is a master of infiltrating the court and blending in: they might be one of a number of nobles, a beloved confidante of the queen, or even the court jester. Spies use their skills to subtly manipulate courtiers, turn enemies against one another, and collect valuable information either for blackmail or to auction to the highest bidder.


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.