Medium Humanoid, Chaotic Neutral
Armor Class 18 (Stupid little speedy boy)
Hit Points 125 (40d4)
Speed 40 ft.
STR
10 (+0)
DEX
24 (+7)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
14 (+2)
Senses Passive Perception 12
Languages Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

The Speedy Boy. Whenever scout is airborne, he can make a jump up to twice his high jump height in any direction he chooses, once.

Class Weapons. Scout does not carry all the weapons listed in his attacks, you can choose a primary, a secondary, and a melee for him.

Actions

Scattergun (Primary). Ranged Weapon Attack: +12 to hit, range 15/25 ft., 1 target. Hit: 30 (4d12 + 10) piercing damage.

Baby Face Blaster (Primary). Ranged Weapon Attack: +12 to hit, range 15/25 ft., 1 target. Hit: 20 (3d12 + 10) piercing damage and the scout receives a 10 ft. speed boost for until he takes damage again.

Back Scatter (Primary). Ranged Weapon Attack: +8 to hit, range 15/25 ft., 1 target. Hit: 20 (3d12 + 10) piercing damage and this attack deals an additional 2d12 piercing damage if the Scout was behind the target or caught them by surprise.

Soda Popper (Primary). Ranged Weapon Attack: +10 to hit, range 10/20 ft., 1 target. Hit: 18 (2d12 + 10) piercing damage and the Scout can use his reaction to make a second Soda Popper attack against the target. If either of the shoots kill the target, the Scout's Speedy Boy trait can be used up to 5 times while airborne for one minute.

Shortstop (Primary). Ranged Weapon Attack: +12 to hit, range 45/60 ft., 1 target. Hit: 20 (3d12 + 10) piercing damage and the scout can use his reaction to shove a target within 5 ft. of him, 10 ft. away.

Force of Nature (Primary). Ranged Weapon Attack: +6 to hit, range 10/20 ft., 1 target. Hit: 20 (3d12 + 10) piercing damage and the target is knocked back 15 ft. and prone if the attack hit and dealt at least 16 damage.

Pistol (Secondary). Ranged Weapon Attack: +14 to hit, range 30/40 ft., 1 target. Hit: 10 (1d12 + 10) piercing damage.

Pretty Boy's Pocket Pistol (Secondary). Ranged Weapon Attack: +14 to hit, range 30/40 ft., 1 target. Hit: 8 (1d6 + 10) piercing damage. and the Scout regains 6 hit points if the attack hit.

Winger (Secondary). Ranged Weapon Attack: +10 to hit, range 30/40 ft., 1 target. Hit: 12 (2d8 + 10) piercing damage.

Mad Milk (Secondary, Recharge 6). Ranged Weapon Attack: +14 to hit, range 30/60 ft., 1 target. Hit: 1 bludgeoning damage and the target is coated in milk for one minute, while covered in milk taking damage causes the attacker to regain hit points equal to half the damage dealt.

Flying Guillotine (Secondary, Recharge 4-6). Ranged Weapon Attack: +14 to hit, range 30/60 ft., 1 target. Hit: 4 (1d8) slashing damage and the target begins to bleed for one minute. While bleeding the target takes 10 damage at the start of their turn and bleeding ends at the end of the one minute, until the target receives healing or restorative magic of any kind, or it just dies.

Bonk! Atomic Punch (Secondary, Recharge 6). The scout drinks a good old can of Bonk Atomic Punch and nearly kills himself with the 660 kg of sugar it contains. Until the start of the scout's next turn all attacks against him miss.

Crit-a-Cola (Secondary, Recharge 6). The scout drinks a good old can of soda and is imbued with power. During the scouts next turn he deals double damage but in return he has damage vulnerability to all in the time before his next turn. 

Bat (Melee). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 7 (2d6 + 2) bludgeoning damage and the scout can use his reaction to make a second bat attack.

Holy Mackerel (Rare Melee). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 7 (2d6 + 2) radiant damage and the scout can use his reaction to make two additional bat attacks. If the scout is killed he drops a Legendary Mackerel.

Sandman (Melee). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 7 (2d6 + 2) bludgeoning damage and the scout can use his reaction to throw a baseball and an enemy with a range of 20/30 ft. and a +10 to hit and on hit deals 2 (1d4) bludgeoning damage and reduces the targets speed by 15 ft. for until the end of the scouts next turn.

Candy Cane (Melee). Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 4 (1d6 + 2) bludgeoning damage and whenever the scout kills someone with this weapon on his person regardless of the means, he regains 10 hit points.

Boston Basher (Melee). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 7 (2d6 + 2) bludgeoning damage and the target begins to bleed for one minute. While bleeding the target takes 4 damage at the start of their turn and bleeding ends at the end of the one minute, until the target receives healing or restorative magic of any kind, or it just dies.

Wrap Assassin (Melee). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 7 (2d6 + 2) bludgeoning damage and the scout can use his reaction to throw a baseball and an enemy with a range of 20/30 ft. and a +10 to hit and on hit deals 2 (1d4) bludgeoning damage and the target begins to bleed for one minute. While bleeding the target takes 3 damage at the start of their turn and bleeding ends at the end of the one minute, until the target receives healing or restorative magic of any kind, or it just dies.

Sun on a Stick (Melee). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 5 (1d8 + 2) fire damage and the scout takes 1d10 less fire damage from all sources for one minute.

Fan O' War (Melee). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 1 bludgeoning damage and the target takes a critical hit from the next attack it gets hit by in the next minute.

Atomizer (Melee). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 7 (2d6 + 2) bludgeoning damage and The Speedy Boy trait the scout has can be used twice while airborne.

Reactions

The scout can take up to three reactions in one round of combat.

Artful Dodger. The scout dodges out of the way of an incoming attack and imposes disadvantage on it.

Description

"How about you say that to my face tough guy? Bonk!"

The scout is a skinny guy from Boston that was the fastest of his seven brothers and why is he D&D? Who knows.

Holy Mackerel - Uncommon - Club: The Holy Mackerel inflicts 1d4 additional radiant damage on hit.

RandomName47

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