Medium humanoid (elf), Any alignment
| Armor Class | 13 (leather armor) |
|---|---|
| Hit Points | 16 (3d8 + 3) |
| Speed | 30 ft., swim 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Nature +4, Perception +5, Stealth +6, Survival +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 15 |
| Languages | Any one language (usually Common) |
| Challenge | 1/2 |
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
The scout has advantage on saving throws against being charmed, and magic can't put it to sleep.
The scout can breathe air and water.
The scout makes two melee attacks or two ranged attacks.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Attack Roll: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.