Armor Class
14
Kender Skirmisher
Small Humanoid · Any Alignment
Hit Points
14 (4d6)
Speed
Walk 30 ft.
CR
1/4
Actions
Hoopak
Melee or Ranged Weapon Attack +5 to hit, reach 5 ft. or range 40/160 ft., one target. 6 () Piercing damage, or 5 () Bludgeoning damage if the kender used the hoopak's sling to make a ranged attack.
Taunt
The kender launches a barrage of insults at a creature it can see within 60 feet of itself. If the target can hear the kender, the target must succeed on a DC 12 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.
Bonus Actions
Elusive
The kender takes the or action.