13 (leather armor)
16 (3d8 + 3)
walk 30 ft., swim 30 ft.
nature +4, survival +5, stealth +6, perception +5
darkvision 60 ft.
Any one language (usually Common)
1/2
+2
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
The scout has advantage on saving throws against being charmed, and magic can't put it to sleep.
The scout 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.
Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.