Skip to main content

Scout

Medium Humanoid (any race), any alignment

CR 1/2

100 XP

AC: 13 (leather armor)
HP: 16 (3d8+3)
Speed: walk 30 ft.
Skills: Nature +4, Perception +5, Stealth +6, Survival +5
Senses: passive Perception 15
Languages: any one language (usually Common)
STR
11
+0
DEX
14
+2
CON
12
+1
INT
11
+0
WIS
13
+1
CHA
11
+0

Special Abilities

Keen Hearing and Sight

The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack

The scout makes two melee attacks or two ranged attacks.

Shortsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Quick Reference

Challenge: CR 1/2
Type: Humanoid
Size: Medium
Alignment: any alignment
Best for party of 4 at level 1-2

Running This Encounter

Scouts are excellent for ambush encounters and reconnaissance scenarios. Use them in groups of 3-4 to challenge a low-level party, positioning them in natural cover like forests or rocky terrain. They excel at hit-and-run tactics and can communicate with larger groups, making them great for early warnings of bigger threats. Consider mixing them with bandits or cultists for more complex encounters.

Combat Tactics

Scouts prioritize ranged attacks from cover, using their shortbows to deal consistent damage while maintaining distance. They will flee if outnumbered or if their allies fall, often attempting to draw enemies into ambushes or toward reinforcements.

Environment & Setting

Scouts work best in wilderness settings such as forests, hills, or mountain passes where natural cover is abundant. They can also be used as bandits on roads, in ruins, or around enemy encampments.

Related Monsters