Armor Class: 16 (Leather)

Hit Points: 32 (5d6 +15)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2


STR

10 (+0)

DEX

20 (+5)

CON

16 (+3)

INT

10 (+0)

WIS

14 (+2)

CHA

10 (+0)


Skills: Stealth +7 Survival +4 Perception +4 Nature +2 Sleight of Hand +7

Saving Throws: Dextery +7 Constitution +5

Challenge: 2 (450 XP)


Racial Features

Ability Modifiers: -2 Str, +2 Dex

Small Size: small creatures should use d6 for hit dices

Stealthy: You have proficiency in the stealth skill. (even if DMG didn't say so, all the goblins on MM got stealth)

Nimble Escape: The creature can take the Disengage or Hide action as a bonus action on each of its turns .

Darkvision: 60ft (18m / 12sqr)

Languages: speaks Common and Goblin.


Special Abilities

Tracker: The scout has advantage on survival checks to track a foe.
Wanderer: During a short rest the scout can find food and fresh water for him, provided that the land has such things.

Actions

Multiattack. The Scout makes two weapon melee attacks or two ranged attacks.

Shortsword. Melee Weapon Attack +7 to hit, reach 5 ft, one target. Hit: 8 (1d6 +5 ) slashing damage.

Properties: Finesse, Light,

Longbow. Ranged Weapon Attack +7 to hit, range 150/600, one target. Hit: 9 (1d8 +5 ) piercing damage.

Properties: Ammunition: range 150/600, Heavy, Two-handed,

NPC Options



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