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> ## Teemo, the Swift Scout
> *Small humanoid (yordle), chaotic good*
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> - **Armor Class** 16 (leather armor)
> - **Hit Points** 112 (15d6 + 60)
> - **Speed** 40 ft. 
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>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|20 (+5)|18 (+4)|12 (+1)|15 (+2)| 19 (+4)|
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> - **Saving Throws** Dex +8, Int +4
> - **Skills** Nature +4, Perception +5, Stealth +8, Survival +5
> - **Damage Resistance** poison
> - **Senses** passive Perception 15
> - **Languages** Common
> - **Challenge** 8 (3,900 XP)
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> ***Guerrilla Warfare.*** While lightly obscured, Teemo can take the Hide action as a bonus action.  Teemo has advantage on Dexterity (Stealth) checks if he is heavily obscured.

> ***Element of Surprise.*** When Teemo uses Multiattack on his turn to attack a creature he is hidden from, he can make one additional blowgun attack.

> ***Move Quick (1/Day).*** On his turn, Teemo can double his speed.  During that turn, he ignores difficult terrain.

> ***Toxic Shot.*** Teemo coats his blowgun darts in poison.  The poison deals an extra 7 (2d6) damage when he hits with a blowgun attack (included in the attack).  The creature, at the start of its next turn, takes an additional 2 (1d4) poison damage.


>  ### Actions

> ***Multiattack.*** Teemo makes three attacks, but he can use his noxious trap and blinding dart attacks only once each.

> ***Blowgun.*** *Ranged Weapon Attack:* +8 to hit, range 25/100 ft., one creature. *Hit:* 6 piercing damage plus 7 (2d6) poison damage.

> ***Blinding Dart.*** Teemo makes a blowgun attack armed with a special smoke screen dart. On hit, the creature takes 6 piercing damage and is blind until the start of its next turn.  During that turn, its vision is lightly obscured.

> ***Noxious Trap (Recharge 5-6).*** Teemo tosses a tiny, innocent-looking mushroom to an unoccupied space wintin 30 feet away.  After the end of Teemo's turn, the trap activates.  If an enemy creature moves through this space or ends its turn within 5 feet of a mushroom trap, the mushroom explodes in a 5 foot radius.  Each enemy within 5 feet of the trap must make a DC 16 Dexterity saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.  The area becomes difficult terrain until the end of the triggering creature's next turn.  If the trap is destroyed, it doesn't explode.  The trap has AC 17, 10 hit points, and immunity to poison and psychic damage.  Teemo holds up to a maximum of 3 charges of noxious trap at once.  

 

<img
  src='https://ddragon.leagueoflegends.com/cdn/img/champion/splash/Teemo_0.jpg'
  style='position:absolute; top:40px; right:85px; width:650px' />
  Version 1.1 updated 5/28/2018
  
  \page
  
  # Alternate Teemo Art
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* Taken from https://na.leagueoflegends.com/en/game-info/champions/Teemo/ *
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<img 
  src='https://i.imgur.com/Y5DzS23.png' 
  style='width:325px' />
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<img 
  src='https://ddragon.leagueoflegends.com/cdn/img/champion/splash/Teemo_2.jpg' 
  style='position:absolute; top:130px; left:400px; width:325px' />
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<img
  src='https://ddragon.leagueoflegends.com/cdn/img/champion/splash/Teemo_14.jpg'
  style='position:absolute; width:625px' />
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