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

Scout Statblocks
Scout
Scout
Summoned with Foe FoundryMedium 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 | 12 | +1 | +1 |
| Wis | 13 | +1 | +1 |
| Cha | 12 | +1 | +1 |
Skills Stealth +4, Investigation +3, Nature +3, Perception +5, Survival +3
Senses Passive Perception 15
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.
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.
Ranger
Ranger
Summoned with Foe FoundryMedium 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)
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. 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
Quick Draw (1/day). On initiative count 20, the scout may make one ranged attack.
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.
Scout Captain
Scout Captain
Summoned with Foe FoundryMedium 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 Acrobatics +6, 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 (Recharge 5-6). The scout rallies all friendly creatures within 60 feet, granting them 5 temporary hit points.
Reactions
Nimble Reaction (1/day). 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 (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.
First Scout
First Scout
Summoned with Foe FoundryMedium 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 | 14 | +2 | +5 |
| Wis | 16 | +3 | +6 |
| Cha | 14 | +2 | +2 |
Skills Stealth +10, Investigation +5, Nature +5, Perception +9, Survival +9
Senses Passive Perception 19
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 Command 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.
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.
Vanish. The scout can hide as a bonus action even if only lightly obscured.
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.
Legendary Actions (3)
Attack. The scout makes a Longbow or Shortswords attack.
Replenish. The scout gains 5 temporary hitpoints. 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.