Armor Class
18
Blade Scout
Medium Construct · Lawful Evil
Hit Points
105 (14d8 + 42)
Speed
Walk 30 ft.
CR
7
Traits
Pack Tactics
The scout has advantage on an attack roll against a creature if at least one of the scout's allies is within 5 feet of the creature and the ally doesn't have the condition.
Actions
Multiattack
The scout makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.
Armblade
Melee Weapon Attack +8 to hit, reach 5 ft., one target. 12 () Slashing damage.
Bolt Launcher
Ranged Weapon Attack +8 to hit, range 80/320 ft., one target. 9 () Piercing damage.
Snare Trap (1/Day)
The scout deploys a Tiny mechanical trap on a solid surface within 5 feet of itself. The trap is hidden, requiring a successful DC 17 Intelligence () check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap or starts its turn there, it must succeed on a DC 16 Dexterity saving throw or take 21 () Piercing damage and have the condition. A creature makes this saving throw only once per turn.
Bonus Actions
Dash
The scout moves up to its speed without provoking opportunity attacks.