Medium Undead (Water Genasi), Neutral
Armor Class 19 Natural Armor
Hit Points 275 (25d10 + 160)
Speed 50 ft., Swim 50 ft.
STR
16 (+3)
DEX
20 (+5)
CON
16 (+3)
INT
14 (+2)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws DEX +10, WIS +9
Damage Vulnerabilities Radiant
Damage Resistances Acid, Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60, Passive Perception 19
Languages He can understand all spoken languages and all creatures can understand him
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (2/Day): If Andrew Tate fails a saving throw, he may choose to succeed instead.

Amphibious: Andrew Tate can breathe air and water

Innate Spellcasting: At will: (Shape Water) (Acid Splash)

1/Day Each: (Create/Destroy Water), (Water Walk)

 Ki Points: 13/Day

Ki Save DC: 17

Ki Features 

  • Flurry of Blows. Immediately after Andrew Tate takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Andrew Tate can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Andrew Tate can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.

Whenever Andrew Tate hits a creature with one of the attacks granted by Flurry of Blows, he can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, he can push it up to 15 feet away from him.
  • It can't take reactions until the end of Andrew Tate's next turn.

Stunning Strike

Andrew Tate can interfere with the flow of ki in an opponent's body. When he hits another creature with a melee weapon attack, he 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 Andrew Tate’s next turn.

Focused Aim (Optional)

When Andrew Tate misses with an attack roll, he can spend 1 to 3 ki points to increase his attack roll by 2 for each of these ki points he spends, potentially turning the miss into a hit.

Ki-Empowered Strikes

Andrew Tate's unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

Andrew Tate’s instinctive agility lets him dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Purity of Body

Andrew Tate’s mastery of the ki flowing through him makes him immune to disease and poison.

Tongue of the Sun and Moon

Andrew Tate can touch the ki of other minds so that he understands all spoken languages. Moreover, any creature that can understand a language can understand what the Top G says

 

Actions

Wholeness of Body: As an action, Andrew Tate heals himself for 39 hit points, he may only use this once per short rest.

Multiattack: Andrew Tate makes two attacks

Unarmed Strike: +10 to hit, deals 2d8+5 magical bludgeoning damage 

Dart: +10 to hit, deals 1d4+5 piercing damage and target must succeed on a DC:14 Constitution saving throw or suffer the effects of enhanced Serpent Venom (4d6 poison damage) (20/60)

Bonus Actions

Unarmed Strikes: Andrew Tate can make one unarmed strike as a bonus action or two for 1 spirit point

Reactions

Deflect Missiles

Andrew Tate can use his reaction to deflect or catch the missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 1d10 + 3 + 13.

If Andrew Tate reduces the damage to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If Andrew Tate catches a missile in this way, he can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition he just caught, as part of the same reaction. He makes this attack with proficiency, regardless of his weapon proficiencies, and the missile counts as a monk weapon for the attack.

Slow Fall

Andrew Tate can use his reaction when he falls to reduce any falling damage he takes by 65

Legendary Actions

Andrew Tate has 2 legendary actions which he can spend only at the end of another creature’s turn. He can only spend 1 legendary action at a time and any spent legendary actions are regained at the beginning of his turn

Unarmed Strike/Dart Attack (Costs 1 Action). Andrew Tate makes either an unarmed strike or a dart attack 

Wholeness of Body (Costs 2 Actions). Andrew take gains 39 hit points. This feature may only be used once per short rest

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

After Andrew Tate was Isekai’ed (3 months before the PCs) he found himself in the Plane of Water. He struggled to survive but eventually found himself wrapped up in a criminal organization called The Waveriders. He would take out the leader (Arizaz Hubileton) and would take over the organization. Under his leadership, the organization was able to steal the Water Orb from the government and Andrew Tate now has it in his possession. He is known in the criminal world as the Top G

He is a light blue-skinned water genasi. He is bald and has a brown beard. He is quite muscular but is still more- so lean. He wears purplish shades, black pants, and a black leather jacket

Inventory

Top G shades

Top G clothes

1d4 Cigars

Lighter

1d4 rings

Water Orb

50 GP

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), Andrew Tate takes a lair action to cause one of the following effects; Andrew Tate can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

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