Sources
CR
Type
Size
Alignment
Movement

Kender Skirmisher

Small Humanoid, Any alignment

Armor Class 14 (leather armor)
Hit Points 14 (4d6)
Speed 30 ft.
STR
8
-1
DEX
16
+3
CON
10
+0
INT
12
+1
WIS
8
-1
CHA
14
+2
Skills Perception +3, Sleight of Hand +7, Stealth +5
Condition Immunities Frightened
Senses passive Perception 13
Languages Common, Kenderspeak
Challenge 1/4 (50 XP)

Actions

Hoopak. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 40/160 ft., one target. Hit:6 (1d6 + 3) piercing damage, or 5 (1d4 + 3) bludgeoning damage if the kender used the hoopak's sling to make a ranged attack.

Taunt. The kender launches a barrage of insults at a creature it can see within 60 feet of itself. If the target can hear the kender, the target must succeed on a DC 12 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.

Bonus Actions

Elusive. The kender takes the Disengage or Hide action.

Lore

Kender skirmishers are fearless fighters who use stealth and wiliness to defend their friends and homes. They excel at disrupting their enemies by sabotaging crucial equipment or by taunting opponents into making rash decisions. They wield the signature kender weapon: the hoopak, a combination spear and sling staff.