Armor Class
13
(leather armor)
Hit Points
16
(3d8 + 3)
Speed
35 ft.
STR
11
(+0)
DEX
14
(+2)
CON
12
(+1)
INT
11
(+0)
WIS
13
(+1)
CHA
11
(+0)
Skills
Nature +2, Perception +3, Stealth +4, Survival +3
Senses
Darkvision 60 ft., Passive Perception 15
Languages
Common, Elvish
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Fey Ancestry. The scout has advantage on saving throws against being charmed, and magic can’t put them to sleep.
Mask of the Festive. The scout can attempt to hide even when they are in an area only lightly obscured by falling snow, mist, christmas trees, presents, and other holiday phenomena.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Peppermint Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Upon successful hit, target must make a 12 DC CON save or take 3 (1d4) fire damage. Target is left smelling minty.
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