Scout

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Scout

Scout Statblocks

Scout

Scout

Summoned with Foe Foundry

Medium Humanoid (Human, Scout)

AC 13 (Leather Armor) Initiative +4 (14)

HP 22 (4d8 + 4)

Speed 30 ft.

Mod Save
Str 10 +0 +0
Dex 14 +2 +2
Con 12 +1 +1
Mod Save
Int 10 +0 +0
Wis 11 +0 +0
Cha 10 +0 +0

Skills Stealth +4, Nature +2, Perception +2, Survival +2

Senses Passive Perception 12

Languages Common

CR 1/2 (100 XP; PB +2)

Actions

Multiattack. The scout makes two Longbow or Shortswords attacks.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600ft., one target. Hit 6 (1d8 + 2) piercing damage.

Shortswords. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slashing damage.

Bonus Actions

Nimble Escape. The scout uses Disengage or Hide.

Focus Shot (Recharge 4-6). If the scout has not moved this turn, it gains advantage on the next attack roll it makes this turn. Its speed becomes 0 until the start of its next turn. If the attack hits, the scout can choose one of the following options:

  • Aim for the Eyes: the target must make a DC 12 Dexterity saving throw or be Blinded for 1 minute (save ends at end of turn)
  • Bring it Down: the target must make a DC 12 Strength saving throw or be knocked Prone
  • Vein Slice: the target must make a DC 12 Constitution saving throw or gain Bleeding [3 (1d6) piercing]. A bleeding creature suffers 3 (1d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.

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Ranger

Ranger

Summoned with Foe Foundry

Medium Humanoid (Human, Scout)

AC 16 (Studded Leather Armor) Initiative +6 (16)

HP 91 (14d8 + 28)

Speed 30 ft.

Mod Save
Str 12 +1 +1
Dex 18 +4 +6
Con 14 +2 +2
Mod Save
Int 12 +1 +3
Wis 14 +2 +2
Cha 12 +1 +1

Skills Acrobatics +6, Stealth +8, Nature +3, Perception +6, Survival +6

Senses Passive Perception 16

Languages Common

CR 5 (1,800 XP; PB +2)

Traits

Snares. The scout is a skilled trapper. Unless surprised, the scout has placed up to 2 snares in its vicinity. When a creature moves within 15 feet of the snare, if it has a passive perception of 14 or higher it becomes aware of the snare. The snares can also actively be detected by a creature within 30 feet using an action to make a DC 14 Perception check. A creature that is unaware of an untriggered snare and moves within 5 feet of it must make a DC 14 Dexterity saving throw. On a failure, it is lifted into the air and Restrained (escape DC 14).

Actions

Multiattack. The scout makes three Longbow or Shortswords attacks. It may replace one attack with a use of its Stealthy Sneak.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600ft., one target. Hit 13 (2d8 + 4) piercing damage.

Shortswords. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage.

Stealthy Sneak. The scout moves up to half its speed without provoking opportunity attacks. It can then attempt to Hide.

Reactions

Nimble Reaction (Recharge 4-6). When the scout is the only target of a melee attack, they can move up to half their speed without provoking opportunity attacks. If this movement leaves the scout outside the attacking creature's reach, then the attack misses.

Overwatch (Recharge 4-6). When a hostile creature within 150 feet of the scout moves and the scout can see that movement, it can make a ranged attack against the target.

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Scout Captain

Scout Captain

Summoned with Foe Foundry

Medium Humanoid (Human, Scout)

AC 16 (Studded Leather Armor) Initiative +6 (16)

HP 65 (10d8 + 20)

Speed 30 ft.

Mod Save
Str 10 +0 +0
Dex 18 +4 +6
Con 14 +2 +2
Mod Save
Int 12 +1 +3
Wis 15 +2 +2
Cha 12 +1 +1

Skills Stealth +8, Investigation +3, Nature +3, Perception +6, Survival +6

Senses Passive Perception 16

Languages Common

CR 3 (700 XP; PB +2)

Actions

Multiattack. The scout makes two Longbow or Shortswords attacks. It may replace one attack with a use of its Command the Troops.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600ft., one target. Hit 13 (2d8 + 4) piercing damage.

Shortswords. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage.

Command the Troops. The scout commands a willing creature within 30 feet to use its reaction and make an attack at advantage.

Bonus Actions

Nimble Escape. The scout uses Disengage or Hide.

Reactions

Identify Weakness. When an ally that the scout can see misses an attack against a hostile target, the scout can make an Investigation check with a DC equal to the hostile target's AC. On a success, the attack hits instead of missing.

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First Scout

First Scout

Summoned with Foe Foundry

Medium Humanoid (Human, Scout)

AC 17 (Studded Leather Armor +1) Initiative +7 (17)

HP 172 (23d8 + 69)

Speed 30 ft.

Mod Save
Str 12 +1 +1
Dex 18 +4 +7
Con 16 +3 +6
Mod Save
Int 12 +1 +4
Wis 14 +2 +5
Cha 12 +1 +1

Skills Stealth +10, Nature +4, Perception +8, Survival +8

Senses Passive Perception 18

Languages Common

CR 7 (2,900 XP; PB +3)

Traits

Legendary Prowess (3/day). The scout can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.

Actions

Multiattack. The scout makes two Longbow or Shortswords attacks. It may replace one attack with a use of its Command the Troops or Net.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600ft., one target. Hit 13 (2d8 + 4) piercing damage.

Shortswords. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 18 (4d6 + 4) slashing damage.

Command the Troops. The scout commands a willing creature within 30 feet to use its reaction and make an attack at advantage.

Net (1/day). The scout throws a net at a point they can see within 30 feet. Each creature within 5 feet must make a DC 13 Strength save. On a failure, they are Grappled (escape DC 13) and Restrained while grappled in this way. The net has AC 10 and 10 hp.

Bonus Actions

Vanish. The scout can hide as a bonus action even if only lightly obscured.

Focus Shot (Recharge 4-6). If the scout has not moved this turn, it gains advantage on the next attack roll it makes this turn. Its speed becomes 0 until the start of its next turn. If the attack hits, the scout can choose one of the following options:

  • Aim for the Eyes: the target must make a DC 15 Dexterity saving throw or be Blinded for 1 minute (save ends at end of turn)
  • Bring it Down: the target must make a DC 15 Strength saving throw or be knocked Prone
  • Vein Slice: the target must make a DC 15 Constitution saving throw or gain Bleeding [3 (1d6) piercing]. A bleeding creature suffers 3 (1d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.

Reactions

Harassing Retreat (Recharge 5-6). When a hostile creature ends movement within 10 feet of the scout, it may move up to half its movement. As part of this reaction, it may make an attack against the triggering creature.

Legendary Actions (3)

Attack. The scout makes a Longbow or Shortswords attack.

Recharge. The scout attempts to recharge one of its Recharge abilities. It can't take this action again until the start of its next turn.

Sneak. The scout moves up to half its movement and uses Hide.

Summon your own First Scout