Martial Arts. Cho Hak-Jo may spend his bonus action to: makes two unarmed attacks, dodge, dash, or disengage.
Ki Empowered Strikes. Cho Hak-Jo's unarmed attacks count as magical for the purposes of overcoming resistances.
Evasion. When Cho Hak-Jo is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a successful savingg throw, and only half damage on a failed save.
Purity of Body. Cho Hak-Jo is immune to disease and has immunity to poison and the poisoned condition.
Timeless Body. Cho Hak-Jo cannot be magically aged.
Shifting Stance. When a large, or smaller, creature misses Cho Hak-Jo with a melee attack roll, he immediatley movea them five feet behind or beside him. They must then make a Dexerity saving throw (DC 22). On a failed save they are knocked prone and Cho Hak-Jo may roll 10 feet in any direction. This roll does not provoke opportunity attacks.
Arched Palm Strike. After hitting with an unarmed attack, Cho Hak-Jo can choose to move his target 5 feet away from him, and then jump 10 feet in any direction.
Swift Spiral. Cho Hak-Jo does not provoke opportunity attacks whileever his movement follows a spiral or circle.
Tackle and Roll. As Cho Hak-Jo is moving, any enemy he passess must make a Strength saving throw (DC 22). On a failed save they are knocked prone. On a successful save they are knocked prone and Cho Hak-Jo speed is reduced to 0 until the end of his turn.
Ki Fueled Tackle. Whenever Cho Hak-Jo causes an enemy to be knocked prone they take 1d10 bludgeoning damage. This damage counts as magical against undead.
Multiattack. Cho Hak-Jo makes two unarmed attacks.
Unarmed attack. +14 to hit, reach 5 ft., one target, 1d10 +7 bludgeoning damage.
Deflect Missiles. After being hit by an attack, but before applying damage Cho Hak-Jo reduces the damage of an incoming ranged attack by 1d20 + 47.
Cho Hak-Jo 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. Cho Hak-Jo regains spent legendary actions at the start of its turn.
Dash. Cho Hak-Jo's speed increases by 30 feet, he then moves in order to activate the Tackle and Roll feature on as many enemies as possible.
Protector. If an ally of Cho Hak-Jo is targeted by a melee weapon attack within 15 feet of Cho Hak-Jo, his speed increases by 15 feet and he may may to the enemy making the attack in order to activate the Tackle and Roll feature.
Hide in the Shadows. Cho Hak-Jo falls under the effect of the Invisibility spell.
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