Scout Captain

Medium or Small Humanoid, Neutral
Initiative +5 (15)
AC 15
HP 66 (12d8 + 12)
Speed 30 ft., Climb 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
11
+0
+0
Dex
16
+3
+5
Con
12
+1
+1

Int
14
+2
+4
Wis
15
+2
+2
Cha
11
+0
+0

Skills Perception +6, Stealth +7, Survival +6
Gear Longbow, Shortsword, Studded Leather Armor
Senses Passive Perception 16
Languages Common plus one other language
CR 3 (XP 700; PB +2)
Actions

Multiattack. The scout makes two attacks, using Shortsword or Longbow in any combination.

Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.

Longbow. Ranged Attack Roll: +5, range 150/600 ft. Hit: 7 (1d8 + 3) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.

Bonus actions

Aim. The scout has Advantage on the next attack roll it makes during the current turn.

Reactions

Uncanny Dodge. Trigger: The scout is hit by an attack roll. Response: The scout halves the damage (round down) it takes from that attack.

Scouts are warriors of the wilderness, trained in hunting and tracking. They might be explorers or trappers, or they could perform more martial roles as archers, bounty hunters, or outriders.
Scout captains are experienced explorers and sharpshooters. They might lead bands of other scouts or disappear into the wilds alone for months at a time.
Habitat: Any
Treasure: Implements, Individual
Monster Manual 2024
  1. DnD 2024 Monsters › Scout Captain
Scout Captain