Medium Humanoid, Neutral Good
Armor Class 13 (leather armor)
Hit Points 16 (1d8)
Speed 35 ft.
STR
12 (+1)
DEX
14 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
13 (+1)
CHA
11 (+0)
Saving Throws WIS +3
Skills Athletics +3, Investigation +2, Medicine +3, Nature +4, Perception +5, Stealth +6, Survival +5
Senses Darkvision 60ft, Passive Perception 15
Languages Common, Leonin
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.

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

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

Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Claws. 1d4 + Strength slashing damage unarmed strikes.

Bonus Actions

Weak Roar. Frightens creatures of your choice within 10 feet of you if they fail a wisdom save. [DC 8+con] This effect lasts until the end of your next turn, and you can only do it once per short or long rest. Bonus Action.

Description

Spellcasting

1st-level Spellcaster feature
The sidekick gains the ability to cast spells. Spellcaster's role: Healer, spell list from Cleric/Druid. Spellcasting focus; dragon tooth

Spell save DC = 8 + your proficiency bonus + your WIS modifier

Spell attack modifier = your proficiency bonus + your WIS modifier

SLOTS: 1st level [2]

Cantrips: Guidance, Thorn Whip

1st Spells: Cure Wounds

Lofinearie

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