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.
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.
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.
Does the return with intel provoke an attack of opportunity?
As Standard yes it would, but of course if used on the first attack, the player who,s turn it is currently would lose any multi-attacks they may have if they cannot get back in range. Risk/Reward on the Scouts part but of course the intel they could have on the Adventurers or incoming attacks on their homes is usually more important than the risk of death. I would say the usual tactic would be if retreating, use a net to snare their opponents and retreat, rather than as an offensive tool, RwI is usually more of an emergency escape to put that extra bit of distance between them.
what does it look like