Medium Humanoid, Lawful Evil
Armor Class 22 Natural
Hit Points 220 (20d8 + 100)
Speed 45 ft.
STR
12 (+1)
DEX
20 (+5)
CON
20 (+5)
INT
15 (+2)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws DEX +10, INT +7
Skills Acrobatics +11, Deception +9, Insight +11, Perception +17, Performance +17, Sleight of Hand +17, Stealth +17
Senses Blindsight 10, Passive Perception 27
Languages Common, Primordial, Thieves' Cant, Undercommon
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Sneak Attack. Once per turn, you can deal an extra (7d6) damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. 

Thieves' Cant. You have learned thieves' cant, a secret mix of dialect jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Fancy Footwork. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity. You add your CHA modifier (+3) to your initiative rolls. You don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5ft. of it, no other creatures are within 5ft. of you, and you don't have disadvantage on the attack roll.

Evasion. When you are subjected to an effect that allows you to make a DEX 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. 

Reliable Talent. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

 

Ki. You can spend Ki Points to fuel ki features. You have 6 points per short rest and your Ki save DC is 19.

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.

Patient Defense - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

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.

| Ki Points: 6 / Short Rest • Special

| Flurry of Blows: 1 Bonus Action

| Patient Defense: 1 Bonus Action

| Step of the Wind: 1 Bonus Action 

Unarmored Movement. Your speed increases by 15 feet while you are not wearing armor or wielding a shield. 

Agile Parry - If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

Focused Aim. When you miss with an attack roll, you can spend 1-3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit. 

Stunning Strike. When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 19). 

Ki-Empowered Strikes. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.

One with the Blade. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity. Once per turn, when you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal 1d6 extra damage to the target.

Sharp-Shooter. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.

Alert. You gain a +5 bonus to initiative, you can't be surprised while you are conscious, and other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Actions

Multi-Attack. You may make two attacks. This can be two melee attacks, or two ranged attacks with the long bow.

Weapon of Certain Death, Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. When you damage a creature with this weapon, they cannot regain hit points until the start of your next turn.

Gloves of Soul Catching (Unarmed Strike). Melee Attack: +11 to hit, reach 5 ft., one target. Hit:8 (1d6 + 5) bludgeoning damage. Additionally, after making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.

Long Bow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Unarmed Strike. Unarmed Melee Attack: +11 to hit, reach 5ft., one target. Hit: 8 (1d6+5) bludgeoning damage.

Panache. As an action, you can make a Persuasion check contested by a creature’s Insight check. On success, a hostile creature has disadvantage on attack rolls against targets and can't make opportunity attacks against targets other than you for 1 minute, or until one of your allies engages it or it gets more than 60 ft. from you. If it isn't hostile, it is charmed by you for 1 minute. 

Quickened Healing. As an action, you can spend 2 ki points to regain 1d6+6 hit points.

Bonus Actions

Elegant Maneuver. You can use your bonus action on your turn to gain advantage on the next Acrobatics or Athletics check you make during the same turn.

Cunning Action. You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Ki-Fueled Attack. If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn. 

Kensei’s Shot - You can use a bonus action on your turn to make ranged attacks with a kensei weapon deal an extra 1d4 damage of the weapon’s type until the end of the current turn.

Misty Step. Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Cloak of Billowing. While wearing this cloak, you can use a bonus action to make it billow dramatically.

Reactions

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. 

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 +11. 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 range 20/60. 

Slow Fall. You can use your reaction when you fall to reduce any falling damage you take by 30.

Silvery Barbs. You may use your reaction to cast the spell Silvery Barbs.

Mage Slayer. When a creature within 5 ft. of you casts a spell, you can use your reaction to make a melee weapon attack against that creature, and when you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. You also have advantage on saving throws against spells cast by creatures within 5 ft. of you.

Description

Breken is a violet colored Tiefling that currently rules and runs the various fighting pits of Selo Čudovišta. He himself came up the ranks of fighters in the various ranked matches held throughout the years to claim the spot for himself. Breken loves a challenge and will often except a challenge from even those that don't stand a chance against him. This is usually done for someone to prove themselves. It is rare when a single combatant forces him to use his full move set. 

Typically he will fight without his trusted rapier even being drawn; instead preferring to use his open palms to deflect and strike. 

Monster Tags: NPCroguehumanoid

Vactus

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