Free interactive D&D 5e SRD stat block

Scout

Medium Humanoid, CR 1/2, AC 13, 16 HP. Neutral.

Medium Humanoid, Neutral

AC
13
Initiative
+2 (12)
HP
16 (3d8+3)
Speed
30 ft.
ScoreModSave
STR 11 +0 +0
DEX 14 +2 +2
CON 12 +1 +1
INT 11 +0 +0
WIS 13 +1 +1
CHA 11 +0 +0
Skills
Nature +4 , Perception +5 , Stealth +6 , Survival +5
Senses
Passive Perception 15
Languages
Common plus one other language
CR
1/2 (XP 100; PB +2)
Gear
Leather Armor, Longbow, Shortsword

Actions

Multiattack. The scout makes two attacks, using Shortsword and Longbow in any combination.

Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Piercing damage.

Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8+2) Piercing damage.

How to run Scout

A Scout is the wilderness encounter that started two hours before the party noticed. Stealth +6, Survival +5, Perception +5, and a Passive Perception of 15 mean the scout knew the party was coming, picked the firing position, and dropped the first arrow before initiative. Run the encounter that way. The Scout is not a fight, the Scout is the opening of a fight, and what comes after depends on whether the party catches the scout or lets them get away.

In combat, the Scout never closes voluntarily. Multiattack is two attacks combining Shortsword and Longbow in any combination, and the obvious choice is two Longbow shots from 150 ft. of cover. +4 to hit for 6 piercing each, AC 13, 16 HP. The Scout is fragile and knows it. Round one is two shots, round two is Disengage and dash for the next ridge or rooftop. They are not trying to drop a PC, they are trying to bleed the party and keep them moving toward the ambush their boss set up two miles back.

The encounter the players will remember is the chase. A Scout in their home terrain is hard to catch. They know the ground, they have Survival +5 to find paths the party cannot, and they will Hide every time they break line of sight. If the party does catch the Scout alive, the Scout knows everything: who hired them, where the camp is, the names of the other guards. Make capture a real reward for clever play.

Run scouts in pairs at minimum, with a horn or signal. The first arrow is the warning shot. The second scout is already running back to report. If both die before the report goes out, the party gains a full surprise round on the next encounter, which is the kind of consequence that teaches players to value initiative and stealth.

Tell the players what they see, not what the scout did. "An arrow buries itself in the cleric's pauldron from somewhere uphill" is correct. "A Scout fires its longbow at AC 17 and misses" is the table reading you the stat block.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
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