Medium Humanoid (Any Race), Any Alignment
Armor Class 15 (Vinegaroon's Proofing)
Hit Points 48 (6d8 + 6)
Speed 30 ft., 40 Ft. on the deck of a ship , swim 20 ft.
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
11 (+0)
Skills Nature +6, Perception +7, Stealth +8, Survival +7
Damage Resistances Piercing
Senses Passive Perception 15
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Sight. The Sailor has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Vinegaroon's Proofing. This garment was made for men who ride the vinegar waves of the high seas. Finely oiled canvas stitched with hardened leather plates to protect vitals, it provides significant cover whilst not weighing down a sailor tossed overboard. Provides resistance to piercing damage.

Gripping Boots. Rubber soled shoes provide good grip for sailors on the wet and slippery decks of ships. 10 ft. additional movement on the deck of a ship and ADV on DEX saves against being thrown overboard.

Actions

Multiattack. The sailor makes two melee attacks or two ranged attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 3) piercing damage.

Description

Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

Demna_MacDermot

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