Scout

We're still working on the lore for this creature, but the stats are ready to go!

Scout

Scout Statblocks

Scout

Scout

Summoned with Foe Foundry

Medium Humanoid (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 7 (2d4 + 2) slashing damage.

Sharpshooter's Shot (Recharge 5-6). The scout fires a deadly shot at a creature it can see within 600 ft. The target must make a DC 12 Dexterity saving throw. On a failure, it takes 5 (2d4) piercing damage and is Dazed until the end of its next turn. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions.

Bonus Actions

Nimble Escape. The scout uses Disengage or Hide.

Summon your own Scout

Ranger

Ranger

Summoned with Foe Foundry

Medium Humanoid (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)

Actions

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

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600ft., one target. Hit 13 (2d8 + 4) piercing damage. On a hit, the target's movement speed is reduced by a cumulative 10 feet until the end of its next turn.

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.

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 12 Strength save. On a failure, they are Grappled (escape DC 12) and Restrained while grappled in this way. The net has AC 10 and 10 hp.

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.

Summon your own Ranger

Scout Captain

Scout Captain

Summoned with Foe Foundry

Medium Humanoid (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 Rally 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.

Rally the Troops (Recharge 5-6). The scout rallies all friendly creatures within 60 feet, granting them 5 temporary hit points.

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.

Harassing Retreat (1/day). 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.

Summon your own Scout Captain

First Scout

First Scout

Summoned with Foe Foundry

Medium Humanoid (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

Snares. The scout is a skilled trapper. Unless surprised, the scout has placed up to 3 snares in its vicinity. When a creature moves within 15 feet of the snare, if it has a passive perception of 15 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 15 Perception check. A creature that is unaware of an untriggered snare and moves within 5 feet of it must make a DC 15 Dexterity saving throw. On a failure, it is lifted into the air and Restrained (escape DC 15).

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 Stealthy Sneak or Rally the Troops.

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 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.

Rally the Troops (1/day). The scout rallies all friendly creatures within 60 feet, granting them 5 temporary hit points.

Sharpshooter's Shot (Recharge 5-6). The scout fires a deadly shot at a creature it can see within 600 ft. The target must make a DC 15 Dexterity saving throw. On a failure, it takes 21 (6d6) piercing damage and is Dazed until the end of its next turn. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions.

Bonus Actions

Nimble Escape. The scout uses Disengage or Hide.

Legendary Actions (3)

Attack. The scout makes a Longbow or Shortswords attack.

Recharge. The scout uses or 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