Danger Sense. Xaric has advantage on Dexterity saving throws against effects that he can see while not blinded, deafened, or incapacitated.
Evasion. If Xaric is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a success and half damage on a failure.
Reckless Attack. At the start of his turn, Xaric can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until his next turn.
Unarmored Defense. While not wearing armor, Xaric's Armor Class equals 10 + his Dexterity modifier + his Wisdom modifier.
Martial Arts. Xaric can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons. He also can roll a d6 in place of the normal damage of his unarmed strike or monk weapon.
Ki (6 Points). Xaric harnesses the mystic energy of ki, using it to fuel various abilities.
Rage (3/Day). On his turn, Xaric can enter a rage as a bonus action. While raging, he gains advantage on Strength checks and Strength saving throws, and his melee weapon attacks deal an extra 3 damage. The rage lasts for 1 minute and ends early if Xaric is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature since his last turn or taken damage since then.
Reckless Abandon. When Xaric uses Reckless Attack, he can also use his bonus action to make an additional unarmed strike.
Divine Domain: War. Xaric can use his Channel Divinity to gain a +10 bonus to an attack roll
Innate Spellcasting (Gith). Xaric's innate spellcasting ability is Wisdom. He can innately cast mage hand at will, and the spell's range is 30 feet.
At Will: Guidance, Spare the Dying
Level 1 (3 Slots): Command, Shield of Faith, Guiding Bolt
Multiattack. Xaric makes three attacks: one with his unarmed strike and two with his Immovable Nunchaku.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 6) bludgeoning damage.
Immovable Nunchaku. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (1d12 + 6) magical bludgeoning damage.
Ki-Empowered Strike. Xaric can spend 1 ki point to make his unarmed strikes magical for 1 minute.
Flurry of Blows: Expend a Ki point to make 2 unarmed strikes
Deflect Missiles. Xaric 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 + 15.
Stunning Strike (3 Ki Points). Xaric can spend 3 ki points to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] 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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