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 <$short_name$> moves on its turn in combat, they can double their speed until the end of the turn. Once they uses this ability, <$title_short_name$> can't use it again until they moves 0 feet on one of their turns.
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.
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.