Medium Humanoid
Armor Class 18 Natural
Hit Points 180 (10d8 + 30)
Speed 50 ft.
STR
12 (+1)
DEX
18 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws STR +3, DEX +6
Damage Resistances Cold, Radiant
Condition Immunities Blinded, Restrained
Senses Passive Perception 13
Languages Common
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Action Surge

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Blessing Of Nero

Zechs is able to crit on a 19 or 20 

Curse of Nero

Zechs is crit on a 19 or 20

Speed of Nero

Zechs is immune to being slowed in any way and if knocked prone will not suffer the half movement penalty to get up.

Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. DC 16

Evasion 

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Ki

 

  • Flurry of Blows. Immediately 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.

One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

  • Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

 

Actions

(2/day) Fallen Light Pageant. Zechs uses the light to glint his claws temporarily blinding his enemy and then follows up with a basic claw attack, if the attack lands the target subtracts 1d4 from their next attack roll, deals radiant damage instead of Piercing / Slashing.

(1/day) War Blossom Etoile. Zechs makes 5 1d4+2 Piercing attacks using his claws 

Action Melee Attack. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 8 (2d4 + 4) [Piercing and Slashing] damage. 

Extra Attack

 

Bonus Actions

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Reactions

Deflect Missiles

Starting at 3rd level, 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 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack. 

Parry

Once per battle Zechs can use his claws to halve the damage from a non ranged attack

Legendary Actions

Templars Dimension (Costs 1 Actions). Zechs teleports double his movement speed without provoking opportunity attacks.

Splendorous Crossfade (Costs 3 Actions). Zechs makes an attack at blinding speed instantly cutting through the enemy he makes two attacks lunging forward up to 10 feet using his claws.  

 Mad Speed Improv (Costs 2 Actions). Zechs puts up a small barrier which boosts his AC against physical attacks by 1 and increases his saving throws by 2.

Templars Strike (Costs 1 Action). Zechs makes a basic attack against a target within 5 feet.

 

Description

Zechs is a Level 8 Kensei Monk Level 2 Fighter

He uses Profane Claws a +1 magic item that deals 1d4 slashing and 1d4 piercing damage.

Prodigu

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