Medium Humanoid, Neutral
Armor Class 13 Natural Armor
Hit Points 19 (3d8 + 6)
Speed 40 ft., burrow 10 ft. Aalantir Scouts will use their burrow to hide from overwhelming forces rather than dig out their home.
STR
12 (+1)
DEX
20 (+5)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +7
Skills Athletics +5, Investigation +5, Perception +5
Condition Immunities Exhaustion
Senses Tremorsense 10ft radius, Aalantir scouts have a basic Tremorsense to help them avoid dangers , Passive Perception 15
Languages Common Aalantir scouts speak slow but clear common, so that they can communication information to and from creatures., Terran Usually found underground in holes, they have learned to communicate with earthen creatures
Challenge 1/2 (100 XP)
Proficiency Bonus +2

Rough Skin. Aalantir have a naturally Rough hide, Melee attacks that are non magical do 1d4 less damage.

Fleet Footed. Aalantir Scouts are trained to be nimble and avoid danger at all costs, they can as a bonus action cast Dash and Disengage.

Actions

Dagger Strike. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) Piercing damage. 

Sling. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d4 + 5) Bludgeoning damage.

Net. Ranged Weapon Attack: +5 to hit, range 5/15ft., One target. Hit: A Large or smaller creature hit by a net is restrained until it is freed.

Reactions

Return with intel. As a Reaction the Aalantir Scout can move 15ft when attacked. Returning with intel they have gathered is usually paramount.

Description

The Aalantir Scouts are raised for one purpose, to gather information and relay that to its Alpha, that could be imminent danger or potential supplies nearby. A Scout is nimble are versatile fighter that will attempt to flee from most combats unless its needed for important information.

Monster Tags: humanoid

Environment: ForestHillMountain

GLG

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