Unarmored Defense. While the initiate is wearing no armor and wielding no shield, is AC includes its Wisdom modifier.
Multiattack. The brother makes two fist attacks, or two spectral arm attacks.
Unarmed Strike Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + ) bludgeoning damage.
Stunning blow. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) On a hit creature must make a DC 15 Con save or be stunned for 1 round.
Arms of the Astral Self. Ranged Weapon Attack: +7 to hit, range 10 ft., 1 target. Hit: 11 (2d6 + 5) force damage.
Arms of the Astral Self. As a bonus action the brother can summon a portion of their astral self. When the arms are out the monk gains the following benefits:
- The monk can use their Wisdom modifier in place of their Strength modifier when making Strength checks and Strength saving throws.
- The unarmed strikes the monk makes with their arms can use their Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls and the damage is force.
Dodge. The brother adds 3 to its AC against one attacker for the turn. To do so, the brother must see the attacker.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/16/2021 11:53:44 PM
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0
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0
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5e
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Coming Soon
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