Ghost Spy
Medium undead (any race), any alignment
- Armor Class 12
- Hit Points 13 (3d8)
Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
- Skills Deception +5, Insight +4, Perception +6,
- Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical attacks
- Damage Immunities cold, necrotic, poison
- Condition Immunities charmed, exhaustion, frightened grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 16
- Languages any two languages
Challenge 1 (200 XP)
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Ethereal Sight. The ghost can see 60 ft. into the Spirit World when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sneak Attack (1/Turn). The ghost 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 ghost that isn't incapacitated and the ghost doesn't have disadvantage on the attack roll.
Actions
Multiattack. The ghost makes two melee attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (ld6 +3) piercing damage.
Etherealness. The ghost enters the Spirit World from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Spirit World, and vice versa, yet it can't affect or be affected by anything on the other plane.