| 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 |
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.
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.
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.
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 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.