Monster
Sea Elf Scout
Outside your table’s allowed sources
Official reference · DSotDQ · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 13 (leather armor)
- Hit points
- 16 (3d8 + 3)
- Speed
- Walk 30 ft., Swim 30 ft.
- Challenge rating
- 1/2
- Alignment
- Any alignment
- Strength
- 11
- Dexterity
- 14
- Constitution
- 12
- Intelligence
- 11
- Wisdom
- 13
- Charisma
- 11
- Passive Perception
- 15
- Skills
- nature: +4; perception: +5; stealth: +6; survival: +5
- Senses
- darkvision 60 ft.
- Languages
- Any one language (usually Common)
Traits
Keen Hearing and Sight
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Fey Ancestry
The scout has advantage on saving throws against being charmed, and magic can't put it to sleep.
Child of the Sea
The scout can breathe air and water.
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, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.