Medium Humanoid (Any Race), Any Alignment
Armor Class 15 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +6, INT +4
Skills Animal Handling +6, Perception +3, Stealth +9, Survival +3
Damage Resistances Poison
Senses Passive Perception 13
Languages Thieves' cant plus any two languages
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Skirmisher. You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Evasion. If the scout is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the scout instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the scout deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the scout that isn't incapacitated and the scout doesn't have disadvantage on the attack roll.

Actions

Multiattack. The scout makes two shortsword attacks or two longbow.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Description

The Bluecloak Scouts patrol the jungles beyond River's Edge to protect it from threats, and guide explorers and merchants safely to their destinations.

Monster Tags: NPC

Habitat: Urban

unmuse

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