Medium or Small Swarm of Medium or Small humanoids, Lawful Evil
AC 13 Leather armor    Initiative +3 (13)
HP 22 (5d8)
Speed 30 ft.
Mod Save
STR 11 +0 +0
DEX 15 +2 +8
CON 12 +1 +1
Mod Save
INT 13 +1 +1
WIS 14 +2 +4
CHA 10 +0 +0
Skills Acrobatics +4, Investigation +3, Perception +4, Stealth +6, Survival +4
Gear Map, quill, ink, canteen of water, notepad, picture of loved one
Senses Passive Perception 14
Languages Common Common, Tribespeak
CR 1/2 (XP 100; PB +2)
Traits

Silent Step

The scout has advantage on Stealth checks made in dim light, fog, ashfall, or lightly obscured terrain.

(UTC scouts often operate in smoke during raids.)

Marking Powder (Recharges after Short Rest)

As a bonus action, the scout throws a faintly glowing red dust at a creature within 10 ft.

The target must succeed on a DC 12 Dex save or become Marked for 10 minutes.

 

All UTC creatures have advantage on Perception and Survival checks to track the Marked target.

 

Marked targets cannot hide from UTC creatures unless completely out of sight.

 

False Colors Disguise.

 

If the scout has 10 minutes, they can don a simple disguise (villager, soldier of another faction).

Creatures must succeed on an Insight DC 13 to see through the disguise.

Darkshore Conditioning.

 

The scout is used to harsh training conditions.

They have advantage on saving throws against exhaustion.

Actions

Shortsword.

 

+4 to hit, reach 5 ft., one target.

Hit: 5 (1d6+2) piercing damage

 

Shortbow.

 

+4 to hit, range 80/320 ft., one target.

Hit: 5 (1d6+2) piercing damage

 

Smoke Dart (2/day).

 

The scout fires a tiny dart filled with bitter smoke at a target within 20 ft.

Target must succeed on a DC 12 Con save or:

 

Become disadvantaged on Perception checks for 1 minute

 

Their passive Perception is reduced by 5

 

They cough loudly and cannot take the Hide action for 1 round

 

Withdraw and Fade (Recharge 5–6).

 

The scout disengages and moves up to half its speed, then attempts to hide.

If obscured at all (ash, smoke, clutter), it hides automatically.

 

Reactions

UTC scouts are cowards if isolated but deadly when coordinating with raiders.

 

They will:

 

mark targets

 

retreat

 

identify weak points

 

call reinforcements

 

pretend to be villagers if cornered

 

fight only if forced

 

If reduced to 5 HP or less:

They attempt to flee using Withdraw and Fade.

 

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

From afar, looks like a knigt but the closer you get, they more unorganized he seems. He wears a mask but under the mask, he's extremely paranoid. (If unmasked) He has black hair and black eyes. Usually seen riding a steed, most commonly, a horse. Prefers black horses. He has a quiver and a bow mounted on his back with a sword tucked away in his scabbard.

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.

Monster Tags: skirmisher

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