Standing Leap. The ashling scout's long jump is up to 35 feet and its high jump is up to 25 feet, with or without a running start.
Camouflage. If the ashling scout does not move for more than one (1) round, it gains a bonus +5 to stealth.
Climb. Ashling scout can climb on any surface as spiders, and at their full movement.
Pack Tactics. The ashling scout has advantage on an attack roll against a creature if at least one of the guard's allies is within 5 feet of the creature and the ally isn't incapacitated.
Keen smell. The ashling scout has advantage on Wisdom (Perception) checks that rely on smell.
Mobile (feat). Ashling scouts are exceptionally speedy and agile and gain the following benefits:
Speed increases by 10 feet.
When ashling scouts use the dash action, difficult terrain doesn't cost extra movement on that turn.
When ashling scouts make a melee attack against a creature, they don't provoke opportunity attacks from that creature for the rest of the turn, whether they hit or not.
Pounce. If the ashling scout moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the ashling scout can make one bite attack against it as a bonus action.
Claw/Claw. The ashling scout can make up to two (2) claw attacks (finesse, dex to hit): +7 to hit, reach 5 ft., 1 target. Hit: 4 [(1d6) + 1 necrotic damage]. Note: the ashling scout does not have multi-attack, and cannot use bite as part of a full attack action.
Bite. The ashling scout can make a bite attack as part of a pounce action (str to hit): +5 to hit, reach 5 ft., 1 target. Hit: 8 [(1d8) + 2 necrotic damage]. On a successful hit, the target must make a DC 19 CON saving throw (10 + scout CON mod + HD). If the target succeeds then nothing happens and the ashling scout deals damage as normal; if the target fails then the ashling guard deals the damage as normal and heals for the total damage dealt. This healing effect can occur no more than once per round, up to a maximum three (3) times per short rest.
Description
Role
Ashling scouts are employed as the preferred tracker units for the slave camps of Tiamantia. Ashling scouts report to the ashling queen.
Ecology
These creatures always roam in pairs, and are found in any weather environment and on all major continents of Tiamantia. There is major, thematic differences in ashling colouring from continent to continent, resulting in a preference to stay in their native continent. The major continental colouring schemes are: red/yellow/black in red continent; white/aquamarine in white continent; navy blue/black/violet in blue continent; green/white/yellow in green continent; black/grey/white in black continent.
Physiology
Ashling do not need to eat/breathe/sleep. They are immune to exhaustion, fear effects/frightened status, and are immune to poison. Ashling scouts cannot be knocked unconscious. Ashling scouts are a small, chaotic evil demon. They are four-legged creatures covered in chitinous plates, and have movement similar to spiders. An ashling scout has less chitinous plating than that of its ashling siblings, making them more agile and quick. Extremely dexterous, ashling scouts gain a bonus +4 to acrobatics checks. Due to their nature they are immune to necrotic damage and are weak against radiant damage. The coloured plates of their chitin shifts as that of a chameleon, allowing it to be very efficient at hiding.
Communication
Ashling communicate telepathically with others of their kind. This telepathic communication can extend outside of their race if the target also has telepathy as an innate ability. They understand draconic, abyssal, and infernal fluently, but are only capable of rudimentary speech; the plates of chitin make speech difficult and causes its voice to sound like something between an insect buzzing and mechanical gears grinding together.
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