Sources
CR
Type
Size
Alignment
Movement

Two Dry Cloaks

Medium Humanoid (tabaxi), Any alignment

Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.
STR
10
+0
DEX
15
+2
CON
10
+0
INT
12
+1
WIS
14
+2
CHA
16
+3
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses passive Perception 16
Languages any two languages
Challenge 1 (200 XP)

Traits

Cunning Action. On each of its turns, Two Dry Cloaks can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). 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 the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Feline Agility. When Two moves on its turn in combat, they can double their speed until the end of the turn. Once they uses this ability, Two can't use it again until they moves 0 feet on one of their turns.

Actions

Multiattack. Two Dry Cloaks makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit:5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: <$to_hit__str$> to hit, reach 5 ft., one target. Hit:<$damage_avg__2.5+str$> (1d4<$damage_mod__str$>) slashing damage.

Lore

Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.