Green Scout

Small humanoid (alai), neutral

Armor Class 16 (natural armor)
Hit Points 55 (10d6+20)
Speed 35 ft., climb 15 ft.

14 (+2) 17 (+3) 15 (+2) 10 (+0) 14 (+2) 11 (+0)

Skills Nature +4, Perception +4, Stealth +5, Survival +4
Damage Resistances poison; bludgeoning, piercing
Condition Immunities poisoned
Senses passive Perception 14
Languages Cetikal, Common
Challenge 4 (1,100 XP)

Special Traits

  • Flitting Leaf. The green scout increases its horizontal jump distances by 20 feet and its vertical jump distances by 15 feet.
  • Pack Tactics. The green scout has advantage on an attack roll against a creature if at least one of the green scout’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Plant Ancestry. The green scout has advantage on saving throws against being charmed or frightened, and magic can’t put it to sleep. In addition, the green scout does not need to eat and does not sleep (instead using photosynthesis; page 32).
  • Regeneration. The green scout regains 5 hit points at the start of its turn. If the green scout takes fire damage, this trait doesn’t function at the start of its next turn. The green scout dies only if it starts its turn with 0 hit points and doesn’t regenerate.


  • Multiattack. The green scout attacks three times with its lashing limb, twice with its explosive saplings, or it attacks once and throws a tangling root.
  • Lashing Limb. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. Instead of dealing damage, the green scout can grapple the target (escape DC 12).
  • Explosive Sapling. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 5 (1d4+3) force damage plus 2 (1d4) poison damage.
  • Tangling Root. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: The target becomes covered in hardening sap and must succeed a DC 10 Strength check or gain the grappled condition. At the start of each of its turns, the target receives another check to remove the grappled condition. The sap can also be destroyed (AC 13, 6 hp).


Whenever an alai proves themselves as true wards of nature they receive a special enchantment, unlocking powers over the wooded environment hidden deep within their heritage and unearthed only by the bloody sacrifice of a user of arcana. These rigorous wardens of nature are the most likely to listen to reason and be convinced that an arcane magic user should not suffer a bloody, painful end for their blasphemies.

Section 15: Copyright Notice

Vast Kaviya Campaign Setting © 2019 Mike Myler, published under license by Legendary Games; Authors Mike Myler, Andrew Engelbrite, Will Gawned, Alec Kaknes, Anthony Alipio, Sharene Gilchrist, Matteo Piovanelli, Jesse Jordan, GM Lent, Brian Istenes, and Jeremy Esch.

This is not the complete section 15 entry - see the full license for this page