Medium humanoid (any race), Any alignment
| Armor Class | 12 |
|---|---|
| Hit Points | 27 (6d8) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
| Saving Throws | — |
|---|---|
| Skills | Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 16 |
| Languages | any two languages |
| Challenge | 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.
Two Dry Cloaks makes two melee attacks.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Attack Roll: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.