Sources
CR
Type
Size
Alignment
Movement

Sea Elf Scout

Medium Humanoid (elf), Any alignment

Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft., swim 30 ft.
STR
11
+0
DEX
14
+2
CON
12
+1
INT
11
+0
WIS
13
+1
CHA
11
+0
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses darkvision 60 ft., passive Perception 15
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)

Traits

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Fey Ancestry. The scout has advantage on saving throws against being charmed, and magic can't put it to sleep.

Child of the Sea. The scout can breathe air and water.

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit:6 (1d8 + 2) piercing damage.