Medium construct (warforged), Lawful Evil
| Armor Class | 18 (natural armor) |
|---|---|
| Hit Points | 105 (14d8 + 42) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 20 (+5) | 16 (+3) | 10 (+0) | 19 (+4) | 10 (+0) |
| Saving Throws | Dex +8, Wis +7 |
|---|---|
| Skills | Acrobatics +8, Perception +7, Stealth +8 |
| Damage Vulnerabilities | — |
| Damage Resistances | poison |
| Damage Immunities | — |
| Condition Immunities | exhaustion; poisoned |
| Senses | passive Perception 17 |
| Languages | Common |
| Challenge | 7 |
The scout has advantage on an attack roll against a creature if at least one of the scout's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.
The scout makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.
Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Ranged Attack Roll: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
The scout deploys a Tiny mechanical trap on a solid surface within 5 feet of itself. The trap is hidden, requiring a successful DC 17 Intelligence (Investigation) check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap or starts its turn there, it must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) piercing damage and have the prone condition. A creature makes this saving throw only once per turn.