Medium Humanoid, Neutral Good
Armor Class 20 Natural, bracers of defense
Hit Points 85 (10d8)
Speed 55 ft.
STR
10 (+0)
DEX
20 (+5)
CON
16 (+3)
INT
19 (+4)
WIS
17 (+3)
CHA
12 (+1)
Saving Throws STR +4, DEX +9
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 13
Languages Common, Deep Speech, Dwarvish, Elvish, Halfling, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Sentinel

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Evasion. When subjected to an effect that allows a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Ki (10 kp, save DC 15)

  • Flurry of Blows (1 kp)
  • Patient Defense (1 kp)
  • Step of the wind (1 kp)
  • Stunning Strike (1 kp). Whenever Beau hits with a melee weapon attack they may spend one kp to attempt to stun the target. The target needs to make a DC 18 Con saving throw (8 + WIS 4 + Prof 6) or be stunned until the end of Beau's next turn.
  • Extort Truth (1 kp)
Actions

Multi-attack.

Beau makes two attacks, either two unarmed strikes, two glove attacks, or a staff attack and an unarmed strike.

Unarmed Strike.

Melee Attack. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 5) bludgeoning damage. 

 

Maelstrom Gloves. 

Can be activated as an action. When active, unarmed strikes gain 20ft reach and do lightning rather than bludgeoning damage. Remains active for 1 minute.

Melee Attack (active). Melee Weapon Attack: +10 to hit, reach 20 ft., 1 target. Hit: 9 (1d6 + 6) lightning damage. 

Melee Attack (inactive). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 9 (1d6 + 6) bludgeoning damage. 

  

Stillness of Mind. 

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

 

Bonus Actions

Flurry of Blows. Spend 1 kp to make 2 unarmed strikes as a bonus action.

Patient Defense. Spend 1 kp to take the Dodge action as a bonus action.

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.

Reactions

Deflect Missiles. 

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 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, which has a normal range of 20 feet and a long range of 60 feet.

 

Preturnatural Counter. If a creature misses you with an attack, you may use a reaction to make an unarmed strike against that creature.

 

Slow Fall. You may use your reaction to reduce fall damage by 5x monk level (5x10=50)

Description

Character art and stats sourced from https: //www.critrolestats.com/pcstats-wm

Previous Versions

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vortical42

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