Medium or Small Humanoid, Neutral
AC 15    Initiative +5 (15)
HP 40 (12d8 + 12)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 12 +1 +1
DEX 16 +3 +5
CON 12 +1 +1
Mod Save
INT 12 +1 +3
WIS 14 +2 +2
CHA 12 +1 +1
Skills Perception +6, Stealth +7, Survival +6
Senses Passive Perception 16
Languages Common Common plus one other language
CR 3 (XP 700; PB +2)
Traits

Big Ol' Bobby starts with 6 rations and 6 waterskins. He also has one [item]Potion of Healing (Greater)[/item] that can be used as a bonus action. 

Actions

Multiattack. The scout makes two attacks, using Shortsword or Longbow in any combination.

Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.

Longbow. Ranged Attack Roll: +5, range 150/600 ft. Hit: 7 (1d8 + 3) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.

2/day. Arrow of Many Targets. If Big Ol' Bobby's longbow attack hits, it can hit an additional target within 10ft. This can happen up to 5 times or until the next attack roll misses.

Bonus Actions

Aim. The scout has Advantage on the next attack roll it makes during the current turn.

Cunning Action. Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Hide, Disengage

Reactions

2/ day. Uncanny Dodge. Trigger: The scout is hit by an attack roll. Response: The scout halves the damage (round down) it takes from that attack.

Habitat: Any

VitaminDiesel

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