|Scout Construct |
|Tiny construct (scout), neutral|
|Armor Class: 15 (natural armor)|
|Hit Points: equal two times your artificer level (calculated)|
|Speed: 40 ft., Climbing 40 ft., Flying 40 ft. (hover), swimming 40 ft.|
|Saving Throws: Dex +3, Wis +4|
|Skills: Insight +4, Perception +4, Stealth +4|
|Damage Immunity: poison|
|Condition Immune: charmed, exhaustion, poisoned|
|Senses: darkvision 60 ft., passive perception 14|
|Languages: understands the languages you speak|
|Proficiency Bonus (PB): equals your proficiency bonus|
Invisability (3/day). The scout can use a bonus action to become invisible for 10 minutes.
Hide. The scout may use the Hide action as a reaction.
The appearance of this construct varies for each artificer. 
In combat, the scout shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge or Help action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you [the artificer] can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The scout returns to life after 1 minute with all its hit points restored. 
Outside of combat, the scout may be sent up to 5 miles from the artificer to scout terrain, search for and spy upon an individual, or other related activities for up to 24 hours before returning.