Medium Construct
Armor Class 23
Hit Points 99 (12d8 + 3)
Speed
STR
10 (+0)
DEX
20 (+5)
CON
16 (+3)
INT
12 (+1)
WIS
24 (+7)
CHA
10 (+0)
Saving Throws STR +4, DEX +9
Senses Passive Perception 17
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Unarmored Defense. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts. While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.

Ki. You can spend Ki Points to fuel ki features. You have 6 points per short rest and your Ki save DC is 19. (Flurry of Blows, Patient Defense, Step of the Wind, Hand of Healing/Harm, Deflect Missiles Attack, Stunning StrikeFLAVOREDAS A HACK)

Physician's Touch. When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

 

Eyes of the Night. You have darkvision out to a range of 300 feet. As an action, you can share this darkvision with up to 7 willing creatures you can see within 10 ft. of you, lasting for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing. You give one creature you touch advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Spellcasting. Stix is a 6-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). You can use a holy symbol as a spellcasting focus. Stix has following Cleric spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]

Actions

(Attacks per action: 2)

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

Unarmed Attack. Melee Attack: +9 to hit, range 5 ft., 1 target. Hit: 1d6 + 5) bludgeoning damage.

Hand of Healing. As an action, you can spend 1 ki point to touch a creature and restore 1d6+7 hit points. (When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.)

Bonus Actions

Unarmed Strike. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

Flurry of Blows. 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.

Steps of Night. (4 / Long Rest) As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can do this 4 times, and you regain all expended uses when you finish a long rest.

 

Reactions

Deflect Missiles. Enter the description for your action.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Twilight Sanctuary / Twilight Assault. A sphere of twilight emanates from you. The sphere is centered on you, has a 30-ft. radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

- You grant it 1d6+6 temporary hit points.

- You end one effect on it causing it to be charmed or frightened.

Sombra hack move??

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), Stix takes a lair action to cause one of the following effects; Stix 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 Stix’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 Stix dies, these effects fade over the course of #d# days.

cinderheart_

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