AC 16 (leather)
HP 90 (12d8 + 36; bloodied 45)
Speed 30 ft.
Proficiency +3; Maneuver DC 15
Saving Throws Dex +7, Wis +7
Skills Nature +4 (+1d6), Perception +7 (+1d6), Stealth +7 (+1d4), Survival +7 (+1d6)
Senses passive Perception 20
Languages any two
Keen Hearing and Sight. The strider has advantage on Perception checks that rely on hearing or sight.
Trackless Travel. The strider can’t be tracked by nonmagical means.
Trained Accuracy. The strider’s weapon attacks deal an extra 7 (2d6) damage (included below).
ACTIONS
Multiattack. The strider attacks twice.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
BONUS ACTIONS
Aimed Strike. The strider gains advantage on their next attack made before the end of their turn.
Skirmish Step. The strider moves up to half their Speed without provoking opportunity attacks .
The most experienced scouts range over hill and dale, able to survive in the trackless wilderness. Some striders protect settled folks, while others seek to avoid them.
CR 0–2 1 or 2 scouts , deep gnome scouts , forest gnome scouts , or wood elf scouts ; scout with bloodhawk , mastiff , or wolf
Treasure 10 gp, silvered shortsword (100 gp)
CR 3–4 3 or 4 scouts ; 2 scouts mounted on axe beaks , dire wolves , elk , or riding horses ; 3 forest gnome scouts mounted on wolves ; 3 wood elf scouts mounted on stags (use elk statistics); 4 deep gnome scouts
Treasure 7 obsidian gemstones worth 10 gp each, pair of amber dice (200 gp), detailed local map (100 gp), 3 packets of herbs (act as potions of healing )
CR 5–10 strider ; strider with 1d6 scouts ; strider with cave bear , druid , griffon , or saber-toothed tiger ; 2 striders ; wood elf sharpshooter with 1d6 wood elf scouts
Treasure silver and amethyst ring etched with a wolf’s head (250 gp), detailed maps of several faraway locations (500 gp), potion of animal friendship , boots of the winterlands
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.