Medium humanoid, neutral evil
- Armor Class
- 15 (studded leather armor)
- Hit Points
- 65 (10d8 + 20)
- Speed
- 30 ft.
- Challenge
- 2 (450 XP)
- Saving Throws
- Dex +5, Str +4, Wis +2
- Skills
- Athletics +4, Deception +4
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- any two languages
Traits
When Three moves on its turn in combat, they can double their speed until the end of the turn. Once they uses this ability, Three can't use it again until they moves 0 feet on one of their turns.
Actions
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.
Reactions
The captain adds 2 to its AC against one melee attack that would hit it. To do so, Three Earrings must see the attacker and be wielding a melee weapon.