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Greenscout (Elf Ranger 2)


Greenscout CR 1

XP 400
Elf ranger 2
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +8

DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (2d10+2)
Fort +4, Ref +6, Will +1; +2 vs. enchantments
Immune sleep

OFFENSE

Speed 30 ft.
Melee mwk longsword +2 (1d8+1/19–20), kukri +1 (1d4/18–20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)

STATISTICS

Str 13, Dex 16, Con 13, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +3; CMD 16
Feats Self-Sufficient, Two-Weapon Fighting
Skills Climb +5, Handle Animal +5, Heal +7, Knowledge (geography) +4, Knowledge (nature) +4, Perception +8, Sense Motive +2, Stealth +6, Survival +8
Languages Common, Elven
SQ elven magic, track +1, weapon familiarity, wild empathy +2
Gear masterwork chain shirt, kukri, longbow with 20 arrows, masterwork longsword, heavy cloak

Greenscouts serve as the public face given to most elven matters of defense at home and abroad. Part border guard, part roving lawman, the Greenscouts may spend weeks out of contact with civilization. Their legendary ability to track criminals and enemy soldiers makes even elves pause to reconsider before they f lee their crimes. Their duty to security and sanctity occasionally takes Greenscouts abroad to recover lost artifacts, reconnoiter foreign armies, and return elven criminals for proper trial.