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An observant dray with a pet lizard that he uses to help track and detect any easy hunting. 

STATS

Dray Scout

Medium humanoid (dray), neutral

Armor Class: 14 (studded leather)

Hit Points: 22 (4d8 + 4)

Speed: 30 ft.

Abilities:

STRDEXCONINTWISCHA
12 (+1)16 (+3)12 (+1)10 (+0)14 (+2)8 (-1)

Skills: Athletics +3, Stealth +5, Survival +4

Senses: Darkvision 60 ft., passive Perception 12

Languages: Common, Draconic

Sun Scorched: The Dray Scout has resistance to fire damage.

Actions:

Multiattack. The Dray Scout makes two melee attacks or two ranged attacks.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Poisoned Dagger (1/day). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.

Bonus Actions:

Second Wind (1/day). The Dray Scout can use a bonus action to regain 1d10+2 hit points.

Cunning Action. The Dray Scout can use a bonus action to take the Dash, Disengage, or Hide action.

Reactions:

Parry. The Dray Scout can use its reaction to add 2 to its AC against one melee attack that would hit it. To do so, the Dray Scout must see the attacker and be wielding a melee weapon.

Equipment:

Studded leather armor, spear, shortbow with 20 arrows, poisoned dagger, backpack, bedroll, waterskin, 10 days of rations, 50 feet of hempen rope, 10 gold pieces.