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 Acrobatics +4, 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. 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: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) slashing damage.

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.

This monster has 9 unique powers and 18 possible variations. Generate your own.
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. 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.

Bonus Actions

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

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.

This monster has 14 unique powers and 108 possible variations. Generate your own.
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.

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 14 Dexterity saving throw. On a failure, it takes 20 (8d4) 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.

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.

This monster has 11 unique powers and 36 possible variations. Generate your own.
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

Spike Traps. The scout is a skilled trapper. Unless surprised, the scout has placed up to 3 spike traps in its vicinity. When a creature moves within 15 feet of the trap, if it has a passive perception of 15 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 15 Perception check. A creature that moves within 5 feet of it must make a DC 15 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.

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 Stealthy Sneak.

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.

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

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 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 (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.

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.

This monster has 16 unique powers and 216 possible variations. Generate your own.
Summon your own First Scout