Dray Scout
Medium humanoid (dray), neutral
Armor Class: 14 (studded leather)
Hit Points: 22 (4d8 + 4)
Speed: 30 ft.
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
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.