Watchers and Wanderers
Habitat: Any; Treasure: Implements, Individual
Scout captains are experienced explorers and sharpshooters. They might lead bands of other scouts or disappear into the wilds alone for months at a time.
Scouts are warriors of the wilderness, trained in hunting and tracking. They might be explorers or trappers, or they could perform more martial roles as archers, bounty hunters, or outriders.
Multiattack. The scout makes two attacks, using Shortsword or Longbow in any combination.
Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.
Longbow. Ranged Attack Roll: +5, range 150/600 ft. Hit: 7 (1d8 + 3) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.
Aim. The scout has Advantage on the next attack roll it makes during the current turn.
Uncanny Dodge. Trigger: The scout is hit by an attack roll. Response: The scout halves the damage (round down) it takes from that attack.