THE SHARED REFERENCE Adventurer

Monster

Blade Scout

Outside your table’s allowed sources

Official reference · VEoR · 2014

Creature type
Construct
Size
Medium
Armor class
18 (natural armor)
Hit points
105 (14d8 + 42)
Speed
Walk 30 ft.
Challenge rating
7
Alignment
Lawful Evil
Strength
14
Dexterity
20
Constitution
16
Intelligence
10
Wisdom
19
Charisma
10
Passive Perception
17
Saving Throws
dex: +8; wis: +7
Skills
acrobatics: +8; perception: +7; stealth: +8
Languages
Common
Resistances
poison
Condition Immunities
exhaustion, poisoned

Traits

Pack Tactics

The scout has advantage on an attack roll against a creature if at least one of the scout's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.

Actions

Multiattack

The scout makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.

Armblade

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Bolt Launcher

Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Snare Trap (1/Day)

The scout deploys a Tiny mechanical trap on a solid surface within 5 feet of itself. The trap is hidden, requiring a successful DC 17 Intelligence (Investigation) check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap or starts its turn there, it must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) piercing damage and have the prone condition. A creature makes this saving throw only once per turn.

Bonus actions

Dash

The scout moves up to its speed without provoking opportunity attacks.

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