OK, here’s a quickie post in response to a reader who pointed out that I haven’t yet taken a look at two non-player characters from the Monster Manual: the scout and the spy.
Scouts are spotters and lookouts. With proficiency in Perception and Stealth, they could be effective ambush attackers, but that’s not their job. Their job is to gather information and return with it; combat is an undesirable complication. Consequently, if they attack at all, they prefer strongly to do so at range.
Eighty percent of the humanoids they encounter will have a speed of 30 feet. Of the remainder, most will have a speed of either 25 or 35 feet. Therefore, they don’t position themselves any closer than 75 feet to their targets unless they absolutely have to, and if they have a good view, they’re content to stay as far as 150 feet away. They can attack at these distances without disadvantage, but they’re not assassins. They attack only in self-defense.
Whether they do even this much depends on the speed of any foe who sees and pursues them. If the subjects of their reconnaissance have a speed of 30 feet or slower, they take potshots (Multiattack, Longbow × 2) at pursuers who are still more than 75 feet away at the start of the scouts’ turn. If the pursuers are closer or faster, scouts Dash away. If more than one opponent manages to get within melee reach, or if they can’t afford to take even a single hit, they Disengage—they have the training to do so.
Scouts only drop their bows and draw their swords when they’re surrounded, with no avenue of escape. If they have no reason to think they’ll be killed if they’re captured, they may choose to surrender rather than fight. Continue reading NPC Tactics: Scouts and Spies