Three Earrings
Explorer's Guide to Wildemount p. 211 (Third Party)
- Size
- Medium
- Type
- humanoid (tabaxi)
- Alignment
- Any Non-Lawful Alignment
- AC
- 15 (studded leather armor)
- Hit Points
- 65 (10d8+20)
- Speed
- walk 30 ft.
- Saving Throws
- Str +4, Dex +5, Wis +2
- Skills
- Athletics +4, Deception +4
- Senses
- darkvision 60 ft.
- Passive Perception
- 10
- Languages
- any two languages
- Challenge
- 2
Traits
Feline Agility
When Three Earrings moves on its turn in combat, they can double their speed until the end of the turn. Once they uses this ability, Three Earrings can't use it again until they moves 0 feet on one of their turns.
Actions
Multiattack
The captain makes three melee attacks: two with its scimitar and one with its dagger. Or Three Earrings makes two ranged attacks with its daggers.
Scimitar
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Claws
Melee Weapon Attack: ++4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) slashing damage.
Reactions
Parry
The captain adds 2 to its AC against one melee attack that would hit it. To do so, Three Earrings must see the attacker and be wielding a melee weapon.