15 (studded leather)
33 (5d6 + 12)
25 ft.
Perception +3, Stealth +5, Survival +3
fire
darkvision 60 ft.
Halfling, Elvish, Infernal
1
The scout has advantage on saving throws against being frightened.
Magical darkness doesn't impede the scout's darkvision.
The scout can move through the space of any creature that is larger.
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
The scout can reroll any 1s once on attack rolls, checks, or saving throws.
The scout makes two attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) fire damage.
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 1 poison damage.