https://www.dndbeyond.com/monsters/harengon-sniper
Harengon Sniper CR: 1/4
Medium medium humanoid, any
Armor Class: 14
Hit Points: 9 (2d8)
Speed:
30 ft
, fly: 0 ft
, burrow: 0 ft
, swim: 0 ft
, climb: 0 ft
Saving Throws: Dex +5
Skills: Athletics +2, Perception +5, Stealth +5
Senses: passive Perception 15
Languages: Common, Sylvan
Challenge Rating: 1/4
Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit (the target gains no benefit from less than total cover), range 320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Hit or Miss: Immediately after making this attack, the harengon can use the Hide action.
Harengon snipers provide artillery support to gangs of harengon brigands. They hide atop bluffs, in the high branches of trees, and behind shelter, ready to pick off targets from a safe distance.
These snipers are so adept with their crossbows that their targets gain no benefit from less than total cover against ranged attacks the harengons make with these weapons. In addition, they can attack a target as far away as their weapons’ maximum range without needing to apply the usual penalty for attacking at long range. After a sniper makes an attack, the harengon can duck out of sight to make retaliation difficult, if not impossible.