Monster
Three Earrings
Outside your table’s allowed sources
Official reference · EGW · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 15 (studded leather)
- Hit points
- 65 (10d8 + 20)
- Speed
- Walk 30 ft.
- Challenge rating
- 2
- Alignment
- Neutral Evil
- Strength
- 15
- Dexterity
- 16
- Constitution
- 14
- Intelligence
- 14
- Wisdom
- 11
- Charisma
- 14
- Passive Perception
- 10
- Saving Throws
- str: +4; dex: +5; wis: +2
- Skills
- athletics: +4; deception: +4
- Senses
- darkvision 60 ft.
- Languages
- any two languages
Traits
Feline Agility
When Three moves on its turn in combat, they can double their speed until the end of the turn. Once they uses this ability, Three 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 Weapon 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
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.