Two Dry Cloaks

The Orrery of the Wanderer p. 162

Size
Medium
Type
humanoid (tabaxi)
Alignment
any alignment
AC
12
Hit Points
27 (6d8)
Speed
walk 30 ft.
Skills
Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses
darkvision 60 ft.
Passive Perception
16
Languages
any two languages
Challenge
1
STR
10
+0
DEX
15
+2
CON
10
+0
INT
12
+1
WIS
14
+2
CHA
16
+3

Traits

Cunning Action

On each of its turns, Two Dry Cloaks can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn)

Two Dry Cloaks deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Two Dry Cloaks that isn't incapacitated and Two Dry Cloaks doesn't have disadvantage on the attack roll.

recharge

1/TURN

Feline Agility

When Two Dry Cloaks moves on its turn in combat, they can double their speed until the end of the turn. Once they uses this ability, Two Dry Cloaks can't use it again until they moves 0 feet on one of their turns.

Actions

Multiattack

Two Dry Cloaks makes two melee attacks.

Shortsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claws

Melee Weapon Attack: ++2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.

Other data

description