Black Briar Scout
Medium humanoid (human), Lawful Evil
"name": "Black Briar Scout"
"size": "Medium"
"type": "humanoid"
"subtype": "human"
"alignment": "Lawful Evil"
"ac": !!int "15"
"ac_class": "Studded Leather"
"hp": !!int "40"
"hit_dice": "7d8 + 7"
"speed": "40 ft."
"stats":
- !!int "10"
- !!int "16"
- !!int "12"
- !!int "14"
- !!int "14"
- !!int "12"
"skillsaves":
"Stealth": !!int "7"
"Perception": !!int "4"
"Deception": !!int "3"
"senses": "passive Perception 14"
"languages": "Common"
"cr": "2"
"traits":
- "name": "Cunning Action"
"desc": "On each of its turns, the scout can use a bonus action to take the Dash, Disengage, or Hide action."
- "name": "False Tracks"
"desc": "The scout has advantage on Dexterity (Stealth) checks and cannot be tracked by non-magical means unless it chooses to leave a trail."
"actions":
- "name": "Multiattack"
"desc": "The scout makes two weapon attacks."
- "name": "Black Briar Musket"
"desc": "Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 8 (1d10 + 3) piercing damage."
- "name": "Pocket Sand (Recharge 4-6)"
"desc": "The scout throws a handful of grit or blinding powder at one creature within 5 feet. The target must succeed on a DC 13 Constitution saving throw or be blinded until the end of its next turn."
- "name": "Flare Pistol (1/Day)"
"desc": "The scout fires a brilliant red alchemical flare into the sky visible for miles, signaling nearby allies."
"source":
- "Homebrew"“I’m not here to fight you. I’m just here to make sure everyone knows where you are.”
The Black Briar Company’s Scouts are the eyes and ears of the operation. In occupied areas they are rarely seen, preferring rooftops, shadows, and the edges of crowds. They specialize in trickery and evasion, ensuring that no unauthorized activity goes unnoticed.
Their most important tool is not their musket — it’s the flare pistol. A Scout’s job is to survive long enough to call for backup.