Medium Humanoid, Lawful Neutral
Armor Class 14 (Leather)
Hit Points 14 (4d6)
Speed 40 ft., Climb 30 ft., Swim 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
10 (+0)
INT
13 (+1)
WIS
14 (+2)
CHA
11 (+0)
Skills Athletics +2, Investigation +3, Perception +6, Stealth +5
Senses Passive Perception 16
Languages Common, Thieves' Cant
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Deadly when Unsuspected. Whenever the Ashina Scout succeeds on an attack roll it had advantage on (while not having disadvantage from any source), it deals an additional 2d6 points of damage. After it has used this ability it can not use it until the start of its next turn.

Loyal. This creature has advantage on saving throws made to avoid or end the charmed condition as long as it is within 120 ft. of its master.

Actions

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

Shortbow. RangedWeapon Attack: +4 to hit, range 80/320 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Fast on Foot. The Ashina Scout can use the Dash and Disengage actions as a bonus action.

Description

The scouts are a very integral part of any Lord's machinations. In Ashina they serve as the main gatherers and deliverers of information. They try to remain unseen wherever they are and only deliberately reveal themself in presence of their masteror on his orders.

Habitat: ForestGrasslandHillMountainUrban

RealSlimChelmi

Comments

Posts Quoted:
Reply
Clear All Quotes