Kender Skirmisher

Small humanoid, any alignment

Armor Class

14 (leather armor)

Hit Points

14 (4d6)

Speed

walk 30 ft.

Skills

stealth +5, sleight of hand +7, perception +3

Languages

Common, Kenderspeak

Challenge

1/4

Proficiency Bonus

+2

Actions

Hoopak

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 5 (1d4 + 3) bludgeoning damage if the kender used the hoopak's sling to make a ranged attack.

Taunt

The kender launches a barrage of insults at a creature it can see within 60 feet of itself. If the target can hear the kender, the target must succeed on a DC 12 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.

Elusive (Bonus Action)

The kender takes the Disengage or Hide action.