12
27 (6d8)
walk 30 ft.
Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4
darkvision 60 ft.
any two languages
1
On each of its turns, Two Dry Cloaks can use a bonus action to take the Dash, Disengage, or Hide action.
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.
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.
Two Dry Cloaks makes two melee attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: ++2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.