Scout CR 1/2 Medium humanoid

"Every monster has a weakness. Most have several attacks first."

πŸ‰ Bestiary β€Ί Humanoids

Medium humanoid (any race), any alignment

Armor Class 13 (leather armor) Hit Points 16 (3d8 + 3) Speed 30 ft.
STR 11 (+0)
DEX 14 (+2)
CON 12 (+1)
INT 11 (+0)
WIS 13 (+1)
CHA 11 (+0)

Skills Nature +4, Perception +5, Stealth +6, Survival +5

Senses passive Perception 15

Languages any one language (usually Common)

Challenge 1/2 (100 XP)   Proficiency Bonus +2

Traits

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Where to meet one

The encounter builder rolls the scout for fights in 🌲 forest, 🌾 grassland, ⛰️ hills, πŸ–οΈ coast, 🌊 at sea, ❄️ arctic, 🏜️ desert and 🏘️ town.

More humanoids

Every humanoid in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.