13 (leather armor)
16 (3d8+3)
walk 10 ft., swim 40 ft.
Nature +4, Perception +5, Stealth +6, Survival +5
any one language (usually Common), Aquan
1/2
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Merfolk can breathe air and water.
The scout makes two melee attacks or two ranged attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.