Umbral Gnome Scout (BB)
Creature 1 — gnome, humanoid
ShadeSniperLANDgnomehumanoid
Umbral gnome scouts patrol the tunnels that lead into their settlements. They make use of the darkness of these tunnels to hide from any would-be trespassers. While umbral gnome scouts prefer to use their stealth for reconnaissance, they aren't afraid to strike from the shadows to deal with threats. They are adept at moving between areas of darkness for hit-and-run tactics.
Source: menace-under-otari-bestiary
Perception +7; darkvision
Skills acrobatics +7, nature +5, stealth +7 (+10 underground), survival +5
Str
+2
Dex
+4
Con
+2
Int
+0
Wis
+2
Cha
-1
Items Sling, Sickle
AC 17
Fort +7
Ref +9
Will +5
HP 18
Speed 20 feet
Offense
Ranged Sling (propulsive, reload-1) +9, range increment 50 feet, Damage 1d6+1 bludgeoning
Melee Sickle (agile, finesse, trip) +7, Damage 1d4+2 slashing
Abilities
Hidden Movement — If the umbral gnome scout starts their turn Undetected or Hidden to a creature, that creature is Off-Guard against the umbral gnome scout's attacks until the end of the turn.
Primal Innate Spells DC 14, attack +6
1st Ill Omen
WORKS WELL WITH
AnvilLANDA durable front-line ally keeps enemies engaged while the scout snipes and repositions unseen.
SnareLANDA controller that restricts enemy movement lets the scout stay Hidden longer without being closed on.
CrasherLANDA burst attacker punishes the Off-Guard condition the scout creates against enemies who haven't noticed it.
PUNISHES
✖ low Perception✖ static positioning✖ clumped ranged targets
Avoid stacking multiple Shade-type skirmishers, since only one needs to stay hidden to grant the Off-Guard opening.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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