Statistics
| Creature type | Medium humanoid, any lawful alignment |
|---|---|
| Armor Class | 12 (leather armor) |
| Hit Points | 27 (6d8) |
| Speed | 30 ft. |
| Ability Scores | STR 10 (+0), DEX 15 (+2), CON 10 (+0), INT 12 (+1), WIS 14 (+2), CHA 13 (+1) |
| Saves and Skills | Dexterity +4, Stealth +6, Deception +3, Perception +4, thieves’ tools +4 |
| Senses | passive Perception 14 |
| Languages | Common, thieves’ cant |
| Challenge | 1 (200 XP) |
Traits
Cunning Action. The scout can Dash, Disengage, or Hide as a bonus action. Smoke Pellet (1/day). A 10-foot-radius area within 30 feet becomes heavily obscured until the start of the scout’s next turn.
Actions
Shortsword. Melee Weapon Attack: +4 to hit; 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft.; 5 (1d6 + 2) piercing damage. Sneak Attack (1/turn). Add 7 (2d6) damage when the scout has advantage or an ally is adjacent to the target.
Tactics and Roleplaying
Scouts use smoke to disengage and prefer stolen information to casualties. They surrender when isolated or reduced to 8 hit points, especially if shown that Caldra left them in danger.