Blade Scout

(Vecna: Eve of Ruin)

Medium construct (warforged), Lawful Evil

Armor Class18 (natural armor)
Hit Points105 (14d8 + 42)
Speed30 ft.
STRDEXCONINTWISCHA
14 (+2) 20 (+5) 16 (+3) 10 (+0) 19 (+4) 10 (+0)
Saving ThrowsDex +8, Wis +7
SkillsAcrobatics +8, Perception +7, Stealth +8
Damage Vulnerabilities—
Damage Resistancespoison
Damage Immunities—
Condition Immunitiesexhaustion; poisoned
Sensespassive Perception 17
LanguagesCommon
Challenge7

Traits

Pack Tactics.

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.

Actions

Multiattack.

The scout makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.

Armblade.

Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Bolt Launcher.

Ranged Attack Roll: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Snare Trap (1/Day).

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.