Three Earrings

Explorer's Guide to Wildemount p. 211 (Third Party)

Tamaño
Mediano
Tipo
humanoid (tabaxi)
Alineamiento
Any Non-Lawful Alignment
CA
15 (studded leather armor)
Puntos de golpe
65 (10d8+20)
Velocidad
walk 30 ft.
Salvaciones
Str +4, Dex +5, Wis +2
Habilidades
Athletics +4, Deception +4
Sentidos
darkvision 60 ft.
Percepción pasiva
10
Idiomas
any two languages
Desafío
2
FUE
15
+2
DES
16
+3
CON
14
+2
INT
14
+2
SAB
11
+0
CAR
14
+2

Rasgos

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.

Acciones

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.

Reacciones

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.

Otros datos

description