Medium Humanoid (Any Race), Any Alignment
Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
13 (+1)
CHA
11 (+0)
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses Passive Perception 15
Languages Any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Tamer Companion. The beast tamer gains a beast companion that accompanies it on their adventures and is trained to fight alongside the tamer.

The beast obeys the tamers commands as best as it can. It takes its turn on the tamers initiative, though it doesn’t take an action unless the tamer commands it to. 

The tamer can use its action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.

Actions

Multiattack. The beast tamer makes two melee attacks or two ranged attacks.

Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, ranged 60/120 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Legendary Actions

The beast tamer gains 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tamer regains spent legendary actions at the start of its turn. 

Attack. The beast tamers pet makes one melee attack, with a focus on grapples to keep the target pinned for the Beast Tamer.

Description

Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. This particular breed of the class prefers the assistance of an animal companion, usually a panther, that they have raised since birth for absolute loyalty.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

DalcineaDM

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