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Noctis Kenku Scout

Noctis Kenku Scout

Small humanoid (kenku), lawful evil

Noctis Kenku Scouts are the eyes and ears of the Dominion's armies. They specialize in reconnaissance, tracking enemy movements, identifying weak points, and relaying battlefield intelligence. Unlike Dire Bat Riders, who dominate the vertical battlefield, Kenku Scouts work along the flanks, rear approaches, tunnels, ravines, and concealed ground routes. They are trained to observe before engaging. A Kenku Scout who returns with the enemy's formation, command structure, and marching route is worth more to a Noctis commander than one who dies fighting at the front.

Armor Class 15 (studded leather armor)
Hit Points 32 (7d6 + 7)
Speed 30 ft.
STR
10
(+0)
DEX
17
(+3)
CON
12
(+1)
INT
12
(+1)
WIS
16
(+3)
CHA
10
(+0)
Saving Throws Dex +5, Wis +5
Skills Acrobatics +5, Investigation +3, Perception +5, Sleight of Hand +5, Stealth +7, Survival +5
Senses Darkvision 60 ft., passive Perception 15
Languages Common
Challenge 1 (200 XP)

Mimicry. The scout can imitate sounds it has heard, including voices, cries, animal calls, and simple noises. A creature hearing the imitation can identify it as imitation with a successful DC 13 Wisdom (Insight) check.

Cave Stalker. The scout has advantage on Dexterity (Stealth) checks made in darkness, dim light, or rocky underground terrai

Skirmisher. The scout doesn't provoke opportunity attacks when it moves out of a creature's reach if it made a melee attack against that creature during the same turn.

Reconnaissance Specialist. The scout has advantage on Wisdom (Survival) checks made to track creatures underground and on Intelligence (Investigation) checks made to interpret military camps, patrol routes, or signs of an approaching force.

Silent Signals. The scout can communicate simple tactical information to allied Noctis creatures through coded clicks, whistles, gestures, and mimicry. Allies familiar with Noctis signals can understand these messages without the scout needing to speak a shared language.

Actions

Multiattack. The scout makes two attacks, using its Shortsword or Hand Crossbow in any combination.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Marked Target (Recharge 5–6). The scout identifies one creature it can see within 120 feet. Until the start of the scout's next turn, the first attack made against that creature by each of up to two Noctis allies has advantage, provided those allies can see or otherwise locate the target. The scout must be able to communicate the target's location to those allies.

BONUS ACTION.

Hide. The scout takes the Hide action.

Disengage. The scout takes the Disengage action.

Break Contact. The scout moves up to half its speed toward cover or concealment it can see. This movement does not provoke opportunity attacks from creatures it can see.

Reactions

Warning Cry. When the scout detects a creature it can see beginning an attack against a Noctis ally within 30 feet, it can issue a sharp warning. The ally gains a +2 bonus to AC against that attack, potentially causing it to miss. The scout must be conscious and able to communicate.