Medium Construct, Neutral
Armor Class 15 composite agility plating
Hit Points 55 (7d8 + 21)
Speed
STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws DEX +6, WIS +3
Damage Vulnerabilities Lightning
Damage Resistances Cold
Damage Immunities Poison, Psychic
Condition Immunities Blinded
Gear blade, smg
Senses Passive Perception 13
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Camouflage Matrix.
While in dim light or darkness, the Scout has advantage on Stealth checks. If it remains motionless for 1 minute, it becomes invisible until it moves again.

Agile Design.
The Scout has advantage on Dexterity saving throws against effects it can see.

Actions

Multiattack.
The Scout makes two attacks with its blades or silenced SMG.

Vibro-Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d4 + 4) slashing damage.

Silenced SMG. Ranged Weapon Attack: 3-burst attacks+6 to hit, range 40/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Roll a d20 and add the Scout's stealth modifier. On a roll greater than 18, these attacks do not give away the scout's position while using the Camouflage Matrix

Bonus Actions

Evade Protocol.
The Scout takes the Disengage or Dash action as a bonus action.

Reactions

Opportunity Attack

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Artifin Scout is the stealth and reconnaissance model of the Artifin guard. Equipped with lighter, quieter armor, the Scout model is capable of both infiltration and assassination. The Scout is also faster than the normal G.I. model. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Urban

ArturiusDecimus

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