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Blade Scout
- STR
- 14 (+2)
- DEX
- 20 (+5)
- CON
- 16 (+3)
- INT
- 10 (+0)
- WIS
- 19 (+4)
- CHA
- 10 (+0)
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 incapacitated condition.
Actions
The scout makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
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 (Investigation) 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 (6d6) piercing damage and have the prone condition. A creature makes this saving throw only once per turn.
Bonus Actions
The scout moves up to its speed without provoking opportunity attacks.
Find this creature in the encounter builder

Source: Vecna: Eve of Ruin, p. 209 - Licenses and attribution