Unarmored Defense:
While Beta is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.
Martial Arts:
Beta can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons. He rolls a d10 in place of the normal damage for his unarmed strike or monk weapon.
Ki (20/Short Rest):
Beta can spend Ki points to fuel various ki features. He starts with 4 ki points and gains more as he levels up, up to a maximum of 20 ki points at level 20.
- Flurry of Blows: Immediately after Beta takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense: Beta can spend 1 ki point to take the Dodge action as a bonus action on his turn.
- Step of the Wind: Beta 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.
Unarmored Movement:
Beta’s speed increases by 30 feet while he is not wearing armor or wielding a shield.
Deflect Missiles:
Beta 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 + 20. If he reduces the damage to 0, he can catch the missile if it is small enough to hold in one hand and he has at least one hand free.
Slow Fall:
Beta can use his reaction when he falls to reduce any falling damage he takes by an amount equal to five times his monk level.
Extra Attack:
Beta can attack twice, instead of once, whenever he takes the Attack action on his turn.
Stunning Strike:
When Beta 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 DC 18 Constitution saving throw or be stunned until the end of Beta’s next turn.
Ki-Empowered Strikes:
Beta’s unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion:
If Beta 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.
Stillness of Mind:
Beta can use his action to end one effect on himself that is causing him to be charmed or frightened.
Purity of Body:
Beta’s mastery of the ki flowing through him makes him immune to disease and poison.
Tongue of the Sun and Moon:
Beta 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 Beta says.
Diamond Soul:
Beta has proficiency in all saving throws, and whenever he makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
Timeless Body:
Beta doesn’t need food or water.
Empty Body (4/Long Rest):
Beta can use his action to spend 4 ki points to become invisible for 1 minute. During that time, he also has resistance to all damage but force damage.
Quivering Palm (1/Long Rest):
Beta can spend 3 ki points to create a deadly vibration in the body of someone he touches. The vibration lasts for a number of days equal to Beta’s monk level. The target can be reduced to 0 hit points if Beta uses his action to end the vibration. The target must make a Constitution saving throw (DC 18) to avoid this effect.
Multiattack: Beta makes three unarmed strikes.
Unarmed Strike: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Support Abilities:
Haste (3/Long Rest): Beta can cast the Haste spell on himself or an ally within 30 feet, using his Wisdom as the spellcasting ability (DC 18).
Healing Hand (4/Long Rest): Beta can spend 4 ki points to cast Mass Cure Wounds, using his Wisdom as the spellcasting ability (DC 18).
Bonus Actions:
Flurry of Blows: Beta can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense: Beta can spend 1 ki point to take the Dodge action as a bonus action.
Step of the Wind: Beta can spend 1 ki point to take the Disengage or Dash action as a bonus action.
Reactions:
Deflect Missiles: Beta can use his reaction to deflect or catch the missile when he is hit by a ranged weapon attack.
Diamond Soul: Beta can spend 1 ki point to reroll a failed saving throw.
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.
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