15 (studded leather armor)
65 (10d8+20)
walk 30 ft.
Str +4, Dex +5, Wis +2
Athletics +4, Deception +4
darkvision 60 ft.
any two languages
2
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.
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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Melee Weapon Attack: ++4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) slashing damage.