Ki - 17 Points..
Flurry of Blows - 1 ki - after taking attack action spend 1 ki to make two unarmed strikes as a bonus action
proficiency in all saving throws
Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Stunning Strike (1 Ki).
When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Tipsy Sway.
Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Evasion.
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Improved unarmoured movement.
You may move along vertical surfaces and across liquids on your turn without falling during your move
Drunkards Luck.
When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.
Intoxicated Frenzy.
When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Duerger Magic.
You can cast enlarge/reduce, using only the enlarge option once per long rest. You can cast the invisibility spell once per long rest. You don't need material components to cast these spells (Int is your spellcasting modifier)
Sunlight Sensitivity.
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
Alchemy infused Duergar Resilience /Legendary Resistance.
Barryl has Advantage on Saving Throws
Legendary Resistance 2/day.
When failing a saving throw Barryl can instead choose to succeed
Dwarven Fortitude.
Whoever you take the dodge action you may a hit die to regain hp equal to 1d8+5 (Min 10)
Unusual Fortitude /Legendary Resistance. Barryl has Advantage on Saving Throws
Legendary Resistance 2/day.
When failing a saving throw Barryl can instead choose to succeed
Dwarven Fortitude.
Whoever you take the dodge action you may expend up to 2 hit die to regain hp equal to 1d8+5 (Min 10)
Actions
Attack (2 per action) +13 to hit.
Dwarven Thrower Melee/20/60 Thrown (monk weapon)
Enlarge.
cast Enlarge
Become large +1d4 attacks7
Duerger Stealth.
Cast Invisivility 1/day
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Flurry of Blows
After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
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Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
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Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
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Unarmed Strike
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
- Deflect Missiles
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +20. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.
If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon).
You can use your reaction when you fall to reduce any falling damage you take by 85.
When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 ft.
The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The monster regains spent legendary actions at the start of its turn.
Onslaught of Blows (1 action).
Barryl can take the make two weapon attacks at any target within range
Dodge (1 action).
Upon being attacked Barryl may take the dodge action at the cost of 1 ki
Unleashed Frenzy (2 actions).
when hit with a melee attack Barryl can Make one weapon attack followed by a flurry of blows.
Description
Dwarven Thrower - You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand
Bracers of Defense - +2 AC
Cloak of protection - +1 AC
Lair and Lair Actions
- Barryl Summons his - Skaven Allies
- Barryl summons a Skaven Greyseer
- Barryl summons his Skaven Clan Rats
The monster can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row
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