Cunning Action. The scout can take a bonus action on each of their turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Sneak Attack. Once per turn, the scout can deal an extra 2d6 damage to one creature they hit with an attack if they have advantage on the attack roll. The attack must use a finesse or a ranged weapon. The scout doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and they don’t have disadvantage on the attack roll.
Shortsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
Sound Alarm. The scout loudly blows their horn in a distinct rhythm that informs all allied bugbears within 1 mile that they either need to help the scout, mount a defense in their present location, or retreat to safety.
Skirmisher. The scout can move up to half their speed as a reaction when an enemy ends its turn within 5 feet of them. This movement doesn’t provoke opportunity attacks.
Description
Bugbear Scouts are leaner and more agile than a typical bugbear. Their superior stealth and awareness makes them ideal scouts for bugbear warbands and patrols.
Previous Versions
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4/21/2019 4:56:10 AM
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28
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1
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Coming Soon
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