Fey Ancestry. Cindy has advantage on saving throws against being charmed, and magic can’t put Cindy to sleep.
Twin Bond. Using only eye contact, Cindy can communicate and understand basic ideas and feelings to and from Serra without words or gestures.
Mirror Presence. While within 5 feet of Serra all attacks at Cindy are at disadvantage.
Ki (5/day). Cindy can spend these points to fuel various ki features.
Step of the Wind. Cindy can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.
Flurry of Blows. Immediately after Cindy makes an unarmed strike, she can spend 1 ki point to make two more unarmed strikes as a bonus action.
Open Hand Technique. Whenever Cindy hit with one of her Flurry of Blows attacks, she can impose one of the following effects on that target:
- It must succeed on a DC 14 Dexterity saving throw or be knocked prone.
- It must make a DC 14 Strength saving throw. If it fails, she can push it up to 15 feet away from her.
- It can’t take reactions until the end of her next turn.
Stunning Strike. When Cindy hits with an unarmed strike, she can spend 1 ki point to make the target stunned until the end of her next turn if it fails a DC 14 Constitution saving throw.
Observant. If Cindy can see a creature's mouth while it is speaking a language she understands, she can interpret what it's saying by reading its lips.
Multiattack. Cindy makes two unarmed strike attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.
Description
The Twin Barmaids that run the Grimrock Tavern, they are almost exactly the same as each other, the only difference being one prefers casual wear, the other fancier garb.
They are playful, but powerful when the need comes, enforcing the peace in the tavern, they are not scared of "These fancy adventurers and all their swords."
Cindy is a slick talking, rough around the edges, tomboy and unashamed flirt. She often takes the lead between the pair, with her rasher impulses tempered by her twin's patience and compassion. She's normally wears her auburn hair in a messy bun and dresses in overalls. The front pouch of which holds a ledger with the tabs of every adventurer who's ever graced her tavern.
She envisions Grimrock as a business first and foremost, and concerns herself primarily with the finances, menu, and libations.
Lair and Lair Actions
Tavern Actions
On initiative count 20 (losing initiative ties), Cindy takes a lair action to cause one of the following effects; Cindy can’t use the same effect two rounds in a row:
- Can give one command to one of the three animated armors.
- Can switch places with Serra anywhere within the tavern
- If Cindy has no ki points, she can regain one.
Workplace Effects
While both Cindy and Serra are within the Grimrock Tavern they are always on the lookout for trouble, and gain the following benefits:
- Cindy can't be surprised while she is conscious.
- Other creatures don’t gain advantage on attack rolls against Cindy as a result of being unseen by her.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/12/2019 2:39:04 PM
|
17
|
0
|
--
|
Coming Soon
|
Comments