Wood Elf Scout: Iskatel | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Wood Elf Scout: Iskatel CR: 2

Medium humanoid, chaotic good
Armor Class: 16 (Elven Chain)
Hit Points: 34 (5d10+4) 5d10+4
Speed: 35 ft

STR

14 +2

DEX

16 +3

CON

11 +0

INT

12 +1

WIS

14 +2

CHA

12 +1

Saving Throws: STR +5, DEX +6
Skills: Athletics +5, Deception +6, History +4, Perception +5, Persuasion +6, Stealth +6 (Advantage), Survival +5
Senses: Darkvision; Passive Perception 15
Languages: Elven, Orcish
Challenge Rating: 2

Spellcasting.
Attack +5, Save DC 13   1st Level (4/day): Beast Bond, Charm Person, Ensnaring Strike, Hunter's Mark   2nd Level (2/day): Misty Step, Pass Without Trace


Primeval Awareness. As an action, the scout can expend one spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile (or within up to 6 miles if in forest terrain). This feature doesn’t reveal the creatures’ location or number.   Dreadful Strikes (Special). When htting a creature with a weapon, the scout can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.   Favored Enemy (Goblinoids, Orcs). The scout gains advantage on Survival checks to track favored enemies, as well as on INT checks to recall information about them.   Favored Terrain (Forest). The scout's proficiency bonus is doubled for proficient skills when making an INT or WIS check related to it. While traveling for an hour or more in chosen terrain, difficult terrain doesn’t slow the scout's travel, they can’t become lost except by magical means, and they remain alert to danger even when engaged in another activity, can move stealthily at a normal pace (while alone), find twice as much food while foraging, and while tracking creatures, they learn the exact number, sizes, and how long ago they passed through the area.   Dueling. When wielding a melee weapon in one hand and no other weapons, the scout gains a +2 bonus to damage rolls with that weapon.   Fey Ancestry. The scout has advantage on saving throws against being charmed, and magic can’t put them to sleep.   Mask of the Wild. The scout can attempt to hide even when they are in an area only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.   Alert. The scout gains a +5 bonus to initiative, can't be surprised while conscious, and other creatures don’t gain advantage on attack rolls against the scout as a result of being unseen by them.   Cloak of Elvenkind. Wisdom (Perception) checks made to see the scout have disadvantage, and the scout has advantage on Dexterity (Stealth) checks made to hide.   Boots of Elvenkind. The scout has advantage on Dexterity (Stealth) checks that rely on moving silently.

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.   Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.   Longbow. Ranged Weapon Attack: +6 to hit, ranged 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


Created by

mem0ri.

Statblock Type

Monster

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