Three Earrings

Medium humanoid (tabaxi), Any Non-Lawful Alignment

Armor Class

15 (studded leather armor)

Hit Points

65 (10d8+20)

Speed

walk 30 ft.

Saves

Str +4, Dex +5, Wis +2

Skills

Athletics +4, Deception +4

Senses

darkvision 60 ft.

Languages

any two languages

Challenge

2

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.