Medium Humanoid (Changeling), Neutral Evil
Armor Class 17 Natural Armour
Hit Points 108 (15d8 + 2)
Speed 50 ft., Climb 50 ft., Swim 25 ft.
STR
16 (+3)
DEX
20 (+5)
CON
15 (+2)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws STR +6, DEX +8, CHA +8
Skills Acrobatics +10, Athletics +8, Deception +10, Persuasion +15, Stealth +10
Condition Immunities Poisoned
Senses Darkvision, Passive Perception 12
Languages Abyssal, Common, Elvish, Infernal, Orc
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits
 
 
 

You can spend Ki Points to fuel ki features. You have 12 points per short rest and your Ki save DC is 15.

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: (No Action)
Uses: 12/12
 
 
Flurry of Blows: 1 Bonus Action
Patient Defense: 1 Bonus Action
Step of the Wind: 1 Bonus Action
 
 
 
Slow Fall: 1 Reaction
 

Stunning Strike: (No Action)

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 15).

Stunning Strike: (No Action)
 

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity. 

Stillness of Mind

You can use an action to end one effect on yourself that is causing you to be charmed or frightened.

Stillness of Mind: 1 Action
Unarmored Movement ImprovementPHB, pg. 78

You can move along vertical surfaces and across liquids on your turn without falling during the move.

 
Cloak of ShadowsPHB, pg. 80

When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Cloak of Shadows: 1 Action
 
Sneak Attack: (No Action) 2d6 once per turn on an attack with advatage. 
 
Cunning Action: 1 Bonus Action - Dash, Disengage, or Hide action.
 
 Assassinate

You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit you score against a creature that is surprised is a critical hit.

 
 
Actions

4 attacks 

Action Name. Enter the description for your action.

Action Melee Attack. Melee Weapon Attack: +10 to hit, reach 5ft., 1 target. Hit:  7(1d8 + 5) [Blunt] damage. 

Action Ranged Attack. RangedWeapon Attack: +10 to hit, range 80/300 ft., 1 target. Hit: 7 (1d8 + 5) Piercing damage.

Spells
 
Shadow Arts: 1 Action
Minor Illusion(Cantrip)
Darkness(2nd)
Darkvision(2nd)
Pass without Trace(2nd)
Silence(2nd)
Bonus Actions
Shadow Step

When you are in dim light or darkness, as a bonus action you can teleport up to 60 ft. to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

You can spend Ki Points to fuel ki features. You have 12 points per short rest and your Ki save DC is 15.

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: (No Action)
Uses: 12/12
 
Flurry of Blows: 1 Bonus Action
Patient Defense: 1 Bonus Action
Step of the Wind: 1 Bonus Action
Reactions

Reaction Name. Enter the description for your action.

Deflect MissilesPHB, pg. 78

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 +17. 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.

Deflect Missiles: 1 Reaction
Deflect Missiles Attack: 1 Reaction
Slow Fall: 1 Reaction

Description

Shapechanger: 1 Action
Changeling InstinctsERftLW

You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasio

Previous Versions

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1/9/2023 1:38:03 AM
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Monster Tags: NPC

Jameswest

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