Medium humanoid, neutral evil
- Armor Class
- 11 (natural armor)
- Hit Points
- 26 (4d8 + 8)
- Speed
- 20 ft.
- Challenge
- 1/4 (50 XP)
STR
12
+1
DEX
9
-1
CON
15
+2
INT
9
-1
WIS
10
+0
CHA
6
-2
- Skills
- Stealth +3, Deception +2, Perception +2
- Senses
- passive Perception 12
- Languages
- Common
Traits
Two-Headed.
Clovin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Mimicry.
Clovin can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.
Actions
Multiattack.
Clovin makes two attacks: one with its bite and one with its claw or dagger.
Bite.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Claw.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Dagger.
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.