Medium Humanoid, Typically Lawful Evil
Armor Class 16 Unarmored Defense
Hit Points 96 (10d8)
Speed
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +4, DEX +7, CON +5
Senses Passive Perception 16
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Unarmored defense. While the monk is wearing no armor and wielding no shield, it's AC includes it's wisdom modifier

Evasion.

Sneak Attack: Once per turn, the monk deals an extra 4d6 damage when it hits a target and has advantage on the attack roll or when target is within 5 feet of an ally that is not incapacitated. 

 

Actions

Multiattack. Sa Ren makes three attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) bludgeoning damage. The target must make a DC 14 Dexterity save or be knocked prone, or a Strength save or be knocked back 15 feet.

Poisoned Dart. RangedWeapon Attack: +7 to hit, range 20/60 ft., 1 target. Hit: 4 (1d4 + 3) piercing damage, plus 4d4 poison damage, and the target makes a DC 14 Con save or be poisoned. They make the save again at the end of each of their turns and are no longer poisoned if they succeed.

Stunning strike (Recharge 5-6). On a successful hit, the target makes a DC 15 saving throw or be stunned till the end of Sa Ren's next turn.

Pressure Point Strike (Recharge 6). On a successful hit, the target makes a Constitution saving throw (DC 15) or is paralyzed till the start of their next turn. 

Bonus Actions

Nimble Step. Sa Ren can Disengage or Dash as a Bonus Action.

Defensive stance. Attacks against Sa Ren have disadvantage until the start of his next turn.

Dirty trick (Recharge 5-6). Unwilling to risk defeat, Sa Ren has some poisons, blades, and dirty moves he can employ to get the edge on his opponent. These attacks are illegal moves, but Sa Ren can make a Sleight of Hand check against the Judge's Perception in order to land one. They can expect one warning, but the second time they're caught they will likely be disqualified.

- Cobra Spit: Sa Ren bites down on a hidden bladder of poison in his mouth and sprays it out. Creatures within a 10 foot cone take 2d8 poison damage and make a DC 15 Dex save or be blinded. Makes the same save at the end of each round to see again, or may take an action to rub out the poison.

- Finger Razors: Sa Ren makes a surprising finger slash that applies a weakening poison. The target makes a DC 15 Con save. On a failure, Constitution checks and saving throws are made at Disadvantage for the next hour.

- Joint Lock: Sa Ren catches an arm or leg and slams an elbow down on it. The target makes a DC 15 Strength save. On a failure, they suffer penalties based on their arms or legs. If legs were targeted, their and they have disadvantage on Dex saves and checks. If their arm was targeted, their melee attacks deal half damage, and have disadvantage on STR saves and checks. They suffer that effect until the end of Sa Ren's next turn.

- Injure: Sa Ren "sweeps the leg", causing an automatic disqualification but injuring their opponent for the next round.

Reactions

Parry and Counter. Add 4 to AC against one attack. If this causes the attack to miss, Sa Ren may make an unarmed strike.

Description

A vile, cocky, and cruel fighter, Brother Sa Ren is a Captain of the Scarlet Brotherhood and mid level ranking monk in their hierarchy. He is Suel born from the Tilonavot Peninsula, and while he may make an effort of neutrality on his missions, he looks down on non-humans with condescension and disgust.

He views Mordrum with the same low born regard as our man has dealt with for much of his life, but will try to negotiate or sway him with talks of what he has achieved, what the Brotherhood will regain in this new paradigm. 

Nova he views as a terrifying witch at this point. Probably so good at magic cause she must be part Suel (red hair can show up in those populations), a corruption that makes her only more dangerous.

Zooptrooper

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