Medium Humanoid (Tiefling), Chaotic Good
Armor Class 18 Natural armor
Hit Points 90 (13d8 + 13)
Speed 60 ft.
STR
9 (-1)
DEX
17 (+3)
CON
12 (+1)
INT
16 (+3)
WIS
20 (+5)
CHA
9 (-1)
Saving Throws STR +4, DEX +8
Skills Acrobatics +8, Arcana +8, History +8, Insight +10
Damage Resistances Cold
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60, Passive Perception 15
Languages Common, Draconic, Infernal, Sylvan
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Evasion. When Child is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Infernal Legacy. Child knows the Thaumaturgy cantrip.
Child can cast the Hellish Rebuke spell once per long rest, except it deals 3d10 cold damage. She can also cast the Darkness spell once per long rest. Charisma is the spellcasting ability for these spells.

Ki. Child has 13 Ki points per short rest and your Ki save DC is 18. These Ki points can be spent on the following abilities:

  • Stunning Strike - When Child hits with a melee weapon attack, you can spend 1 Ki point to force the target to make a Constitution saving throw. On a failed save, the target is [condition]stunned[/stunned] until the end of Child's next turn.
  • Flurry of Blows - After taking the Attack action, you can spend 1 Ki point to make two unarmed strikes as Child's bonus action.
  • Patient Defense - You can spend 1 Ki point to take the Dodge action as Child's bonus action on her turn.
  • Step of the Wind - You can spend 1 Ki point to take the Disengage or Dash action as a bonus action on Child's turn, and her jump distance is doubled for the turn.

Elemental Disciplines:

  • Elemental Attunement. As an action, Child can briefly control elemental forces within 30 feet of her - a harmless sensory effect, light or snuff a candle or campfire, chill or warm 1 lb. of nonliving material for up to 1 hour, or create elements within a 1-ft. cube for 1 minute.
  • Shape the Flowing River. As an action, you can spend 1 Ki point to manipulate (reshape, raise or lower, freeze or unfreeze) an area of ice or water no larger than 30 feet on a side within 120 feet of Child.
  • Fangs of the Fire Snake. When Child uses the Attack action on her turn, you can spend 1 Ki point to increase her reach (10 feet) with her unarmed strikes for the rest of the turn. A hit with this attack deals fire damage instead of bludgeoning, and if you spend 1 Ki point when the attack hits, it also deals an extra 1d10 fire damage.
  • Mist Stance. You can spend 4 Ki points to cast the Gaseous Form spell, targeting Child.

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

Martial Arts. While Child is unarmed or wielding only monk weapons and isn't wearing armor or wielding a shield, she uses Dexterity instead of Strength for the attack and damage rolls, Child rolls her Martial Arts damage die (d8) in place of the normal damage, and when she uses the Attack action on her turn, she can make one unarmed strike as a bonus action.

Purity of Body. Child is immune to disease and poison.

Stillness of Mind. Child can use an action to end one effect on herself that is causing her to be charmed or frightened.

Tongue of the Sun and Moon. Child understands all spoken languages and any creature that can understand a language can understand what she says.

Unarmored Movement Improvement. Child can move along vertical surfaces and across liquids on her turn without falling during the move.

Actions

Multiattack. When Child takes the attack action, she makes two attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) bludgeoning damage.

Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) bludgeoning damage. 

Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft., 1 target. Hit: 5 (1d4 + 3) piercing damage

Bonus Actions
  • Flurry of Blows - After taking the Attack action, you can spend 1 Ki point to make two unarmed strikes as Child's bonus action.
  • Patient Defense - You can spend 1 Ki point to take the Dodge action as Child's bonus action on her turn.
  • Step of the Wind - You can spend 1 Ki point to take the Disengage or Dash action as a bonus action on Child's turn, and her jump distance is doubled for the turn.

Reactions

Deflect Missiles. Child can use her reaction to deflect or catch the missile when she is hit by a ranged weapon attack. Reduce the damage taken from the attack by 1d10 +16. 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 the damage is reduced to 0 and Child has a free hand, you can spend 1 Ki point to make a ranged attack (as a Dart).

Slow Fall. Child can use her reaction when she falls to reduce any falling damage she would take by 65.

 

Description

Storm the Guild Hall: Airaura

Tool Proficiencies: Woodcarver's Tools

Magic Items:

Immovable Rod. This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

Wind Fan. While holding this fan, you can use an action to cast the Gust of Wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

Wrexxal

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