Small humanoid, lawful evil
- Armor Class
- 12
- Hit Points
- 21 (6d6)
- Speed
- 25 ft.
- Challenge
- 1 (200 XP)
- Skills
- Insight +4, Stealth +4, Deception +5, Perception +6, Persuasion +5, Investigation +5, Sleight of hand +4
- Damage Resistances
- poison
- Senses
- passive Perception 16
- Languages
- any two languages, Halfling
Traits
On each of its turns, Corrin can use a bonus action to take the Dash, Disengage, or Hide action.
Corrin 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 Corrin that isn't incapacitated and Corrin doesn't have disadvantage on the attack roll.
Corrin can move through a space of a Medium or larger creature.
Corrin has advantage on saving throws against being frightened.
Corrin has advantage on saving throws against poison.
Actions
Corrin 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.