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.

Reactions

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.

Overwatch (1/day). 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.

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

Senses Passive Perception 16

Languages Common

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

Traits

Spike Traps. The scout is a skilled trapper. Unless surprised, the scout has placed up to 2 spike traps in its vicinity. When a creature moves within 15 feet of the trap, if it has a passive perception of 14 or higher it becomes aware of the trap. The traps can also actively be detected by a creature within 30 feet using an action to make a DC 14 Perception check. A creature that moves within 5 feet of it must make a DC 14 Dexterity saving throw or fall into the pit. A creature that falls inside suffers 7 (2d6) bludgeoning damage from the fall and 7 (2d6) piercing damage from the spikes. The pit is 10 feet deep and can be climbed out of using an action to perform a DC 12 Athletics check.

Actions

Multiattack. The scout makes three Longbow or Shortswords attacks.

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.

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 14 Dexterity saving throw or be Blinded for 1 minute (save ends at end of turn)
  • Bring it Down: the target must make a DC 14 Strength saving throw or be knocked Prone
  • Vein Slice: the target must make a DC 14 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 (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 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 10 +0 +2
Wis 13 +1 +1
Cha 10 +0 +0

Skills Stealth +8, Nature +2, Perception +5, Survival +5

Senses Passive Perception 15

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

Bonus Actions

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 14 Dexterity saving throw or be Blinded for 1 minute (save ends at end of turn)
  • Bring it Down: the target must make a DC 14 Strength saving throw or be knocked Prone
  • Vein Slice: the target must make a DC 14 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 (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 Rally the Troops.

Longbow. Ranged Weapon Attack: +7 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: +7 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.

Bonus Actions

Nimble Escape. The scout uses Disengage or Hide.

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

Legendary Actions (3)

Attack. The scout makes a Longbow or Shortswords attack.

Rally the Troops. The scout uses or attempts to recharge its Rally the Troops ability. 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