Medium Humanoid (Aarakocra), Lawful Neutral
Armor Class 19 (Unarmored Defense)
Hit Points 180 (20d8 + 80)
Speed 50 ft., Fly 50 ft.
STR
14 (+2)
DEX
20 (+5)
CON
18 (+4)
INT
12 (+1)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws STR +8, DEX +11, CON +10, INT +7, WIS +11, CHA +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Paralyzed
Senses Blindsight 30, Darkvision 60, Passive Perception 22
Languages Aarakocra, Celestial, Common
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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.

Actions

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

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

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.

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.

Mythic Actions

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.

RennerCampos

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