Medium Humanoid (Human), Neutral
Armor Class 13 Unarmored
Hit Points 108 (10d20 + 8)
Speed 60 ft., Swim 20 ft.
STR
11 (+0)
DEX
15 (+2)
CON
13 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws STR +5, DEX +7, CON +6, INT +8, WIS +6, CHA +9
Skills Animal Handling +2, Deception +7, Insight +10, Perception +11, Persuasion +12, Religion +12, Survival +3
Damage Immunities Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight Unlike most beings with Truesight, Beck cannot see in normal darkness., Passive Perception 20
Languages Common Tongue of the Sun and Moon - can speak to and be understood by any sentient creature.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Metamagic: Beck is capable of using metamagic beyond the boundaries of the game. For instance, he may take one or more of a player's dice, or force them to switch character sheets with another player. He is also able to rewrite the backstories and stats of other NPCs, essentially bending reality to his will.

Ki: Beck has 20 ki points. His ki saving DC is 17. On a failed saving throw, Beck can spend 1 ki point to reroll.

Unarmored Movement: In addition to a speed bonus, Beck's Unarmored Movement grants him the ability to move on vertical surfaces and water without falling.

Actions

NOTE: Beck will not engage in combat unless absolutely necessary, preferring to simply rewrite what is happening around him with powerful metamagic.

Beck possesses all 20th level monk abilities, including:

Extra Attack
Beck can attack twice per turn, as long as both targets are in range.

Unarmed Strike
Beck can strike up to three times (due to Flurry of Blows), each blow for 1d10 damage. If he chooses to strike more than once, this takes up his Bonus Action.

Patient Defense
As a Bonus Action on his turn, Beck can Dodge for 1 ki point.

Step of the Wind
As a Bonus Action on his turn, Beck can Disengage or Dash for 1 ki point.

Open Hand Technique
As a member of the Way of the Open Hand, Beck can manipulate his enemy's ki. Whenever he hits a foe with one of the attacks granted by Flurry of Blows, he can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, Beck can push it up to 15 feet away from him.
  • It can’t take reactions until the end of Beck's next turn.

Wholeness of Body
Beck has the ability to heal himself. As an action, he can regain 60 Hit Points. He must finish a Long Rest before he can use this feature again.


Tranquility
Beck can enter a Special meditation that surrounds him with an aura of peace. At the end of a Long Rest, he gains the effect of a Sanctuary spell that lasts until the start of his next Long Rest (the spell can end early as well). The saving throw DC for the spell is 15.


Quivering Palm
Beck can set up lethal vibrations in someone’s body. When he hits a creature with an Unarmed Strike, he can spend 3 ki points to start these imperceptible vibrations, which last for 20 days. The vibrations are harmless unless he uses his action to end them. To do so, Beck and the target must be on the same plane of existence. When he uses this action, the enemy must make a Constitution saving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 necrotic damage.

Beck can have only one creature under the effect of this feature at a time. He can choose to end the vibrations harmlessly without using an action.

~

See Monk page for further abilities.

Reactions

Deflect Missiles
Beck can catch or deflect a projectile, reducing its damage by 1d10+22. If the damage is reduced to 0 and the projectile is small enough to hold in one hand, he can catch it. He can spend 1 ki point to use the projectile and make a ranged attack (60 ft) with proficiency as part of the same reaction.

Slow Fall
Beck can reduce any falling damage by 100.

Description

Beck Vain was born in Ghabar, a small town in Carreaux on the coast of the Bay of Beasts. He was close with his parents and younger brother Kilvin, and enjoyed the company of a large extended family.

When he was young, Beck served as a naval captain. He did his job well and was well-respected among his crewmates, due to both his natural charisma and his wits. He commanded a fleet in the war against Coeur's western expansion. The campaign lasted three years, and after a few final bloody battles, he helped earn Carreaux's victory. But when Beck returned home to Ghabar, he found that his entire family had been killed in one of the battles he'd helped to engineer.

Distraught by the sudden loss, he traveled across the Desert of Fools to Merrault Monastery. There he trained in the Way of the Open Hand, mastering the unarmed and anti-aging techniques of the monks. Unlike his fellows, however, Beck sought enlightenment for a different reason. The sudden and bitterly ironic nature of his family's loss weighed on him, and he sought release for the guilt of their deaths.

He visited the Ethereal Plane frequently in search of his family, in the hopes that they had remained there as ghosts. He never found them. Instead, he began to have visions through the Ethereal Plane of things... beyond. He became convinced that some external force was responsible - god, demon, or otherwise, he didn't know.

But this thing had, for some reason, seen fit to kill his family in a senseless stroke of violence. Had it wanted to make him an instrument of revenge? If that was the case, he decided: well done. He'd have his revenge.

With this new perspective, he dedicated himself to studying something rare: metamagic. Soon, he began to experiment with rewriting the very fabric of reality. 

As his experiments grew more successful, he extended his influence and eventually gained power over everyone in the Merrault complex. He then took to the road and began to tamper with the world in larger ways. This often resulted in the victims' psychological breakdowns.

 

Lately, people have been going missing. Friends, children, husbands, wives - and on the rare occasion they are found, they seem to be entirely different people.

Beck's circle is growing, and reality itself is no longer safe.

Previous Versions

Name Date Modified Views Adds Version Actions
4/29/2021 10:33:03 PM
4
0
5e
Coming Soon

Monster Tags: NPCHuman

Madzapan

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