Medium Humanoid (Vulpin), Neutral Evil
Armor Class 16 (studded leather armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
12 (+1)
Skills Acrobatics +4, Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Birdfolk, Vulpin
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Evasive. The captain includes their Intelligence modifier as a bonus to their Dexterity saving throws.

Evasion. If Neeri is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

Unarmored Defense. While Neeri isn't wearing no armor and wielding no shield, her AC includes her Wisdom modifier.

Key Spellcasting. Neeri's spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:

1/day each: banishment, detect evil and good

Actions

Multiattack. Neeri makes three Bite or Claw attacks.

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

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

Out-of-Key Shot. Ranged Attack: +6 to hit, reach 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Cunning Action. The assassin takes the Dash, Disengage, or Hide action.

Reactions

Parry. Neeri adds 2 to their AC against one melee attack that would hit them per round. Neeri must see the attacker and be wielding a melee weapon.

RobertWritehead

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