b'Green Scout \n'b'  Small   humanoid  (alai),  neutral  \n'b'  Armor Class  16 (natural armor)  Hit Points  55 (10d6+20)  Speed  35 ft., climb 15 ft.\n'b' STATS STR: 14 (+2) DEX:  17 (+3)  CON:  15 (+2)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     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) \n'b' Special Traits \n'b'   Flitting Leaf . The green scout increases its horizontal jump distances by 20 feet and its vertical jump distances by 15 feet. \n'b'  Pack Tactics . The green scout has advantage on an  attack  roll against a creature if at least one of the green scout\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b'  Plant Ancestry . The green scout has advantage on saving throws against being  charmed  or  frightened , and magic can\xe2\x80\x99t put it to sleep. In addition, the green scout does not need to eat and does not sleep (instead using photosynthesis; page 32). \n'b'  Regeneration . The green scout regains 5  hit points  at the start of its turn. If the green scout takes fire damage, this trait doesn\xe2\x80\x99t function at the start of its next turn. The green scout dies only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'  Actions \n'b'   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. \n'b'  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). \n'b'  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. \n'b'  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 ). \n'b'  About \n'b' 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.'