Armor Class
13
Sea Elf Scout
Medium Humanoid · Any Alignment
Hit Points
16 (3d8 + 3)
Speed
Walk 30 ft., Swim 30 ft.
CR
1/2
Traits
Keen Hearing and Sight
The scout has advantage on Wisdom () checks that rely on hearing or sight.
Fey Ancestry
The scout has advantage on saving throws against being , and magic can't put it to sleep.
Child of the Sea
The scout can breathe air and water.
Actions
Multiattack
The scout makes two melee attacks or two ranged attacks.
Shortsword
Melee Weapon Attack +4 to hit, reach 5 ft., one target. 5 () Piercing damage.
Longbow
Ranged Weapon Attack +4 to hit, ranged 150/600 ft., one target. 6 () Piercing damage.