Medium Humanoid (Demon), Chaotic Evil
Armor Class 20 Studded Leather
Hit Points 220 (40d8 + 40)
Speed 120 ft.
STR
4 (-3)
DEX
27 (+8)
CON
13 (+1)
INT
10 (+0)
WIS
20 (+5)
CHA
7 (-2)
Saving Throws DEX +12, INT +4
Senses Darkvision 60 ft., Truesight 120 ft., Passive Perception 17
Languages Common, Deep Speech, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Blurred Movement. Attack rolls against the chi blocker have disadvantage unless the chi blocker is incapacitated or restrained.

Chi Master.  When the chi blocker is hit with a magical attack they can use their reaction to mitigate the incoming damage. Roll [roll]1d12+10[/roll] and subtract that number from the total damage taken. If the damage is reduced to 0 then as part of the reaction they can throw the damage from the attack back at the attacker dealing the same damage that would have been dealt before this feature was used.  Roll an attack roll as though the attack is one of the chi blockers weapon attacks. Critical deals double damage as normal.

Additionally whenever the chi blocker hits with an attack the target must roll a  DC 19 Constitution Saving Throw.  On a failed save they must roll on the Chi Blocking table:

 

Chi Blocking Table

Roll 1d10

Effect of the Chi blocking

1

Nothing happens

2

Blocked class feature/ability

3

Both arms won't move (drop anything you are holding)

4

Left arm won't move (Drop anything it is holding)

5

Left leg goes limp (dex saving throw or fall prone)

6

Right leg goes limp (Dex saving throw or fall prone)

7

Right arm wont move (Drop anything it is holding)

8

Both legs go numb (fall prone)

9

Blocked spell casting (Drops concentration)

0

Nothing happens

 

Evasion. If the chi blocker 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.

Quick Strikes. The chi blocker has advantage on attacks against any creature that have a move speed slower than its own

Actions

Multiattack. The quickling makes five unarmed strikes, and makes 1 attack with either their bola (net) or their electrified glove.

Bola (Net). Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 2 (1d4) bludgeoning damage. Large or smaller creatures roll a DC 15 Strength Saving Throw or be restrained.

Electrified Glove. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 5 (1d8) lightning damage. Target rolls a DC 19 Wisdom saving throw or be stunned. On a successful save the stunned does not take effect.

Unarmed Strikes. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 8) bludgeoning  damage. On a hit the target must roll a DC 19 Constitution saving throw or their Chi gets blocked.  On a failed save, roll on the chi blocking table to determine how that effects the target specifically.

Habitat: ForestUnderdarkUrban

JimmySweed

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