Blade Scout

Medium construct (warforged), typically lawful evil

Armor Class

18 (natural armor)

Hit Points

105 (14d8 + 42)

Speed

30 ft.

Saves

wis +7, dex +8

Skills

stealth +8, acrobatics +8, perception +7

Damage Resistances

poison

Condition Immunities

exhaustion, poisoned

Languages

Common

Challenge

7

Proficiency Bonus

+3

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 incapacitated 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. Hit: 12 (2d6 + 5) slashing damage.

Bolt Launcher

Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) 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 (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.

Dash (Bonus Action)

The scout moves up to its speed without provoking opportunity attacks.