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
STR
15
+2
DEX
16
+3
CON
14
+2
INT
14
+2
WIS
11
+0
CHA
14
+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.

Other data

description