Medium Humanoid
Armor Class 16 Unarmored Defense
Hit Points 24 (3d8 + 6)
Speed 35 ft.
STR
13 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws STR +3, DEX +6
Senses Passive Perception 12
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Ki Points. Wellby has 3 Ki Points that he can use for his Monk features

Drunken Technique. After using Flurry of Blows Wellby gains the benefit of the Disengage Action as well as a 10ft increase to his walking speed until end of turn.

Flask of the Drunkard. By Drinking from this Flask a creature can make a DC11 Constitution Saving Throw to hold their liquor if they succeed the creature regains 4d4+4 Hit points. The flash can be refilled after healing a creature but it will not regain its magic abilities until the next Dawn

Actions

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 7 (1d4 + 4) Bludgeoning damage. 

Bonus Actions

Flurry of Blows. After making an attack with a Monk weapon or Unarmed Strike Wellby can spend one Ki point to make two additional Unarmed Strikes as a Bonus Action.

Step of the Wind. By spending one Ki Point Wellby can you a Bonus Action to take either the Dash or Disengage Action.

Patient Defense. For one Ki Point Wellby can take the Dodge action as a Bonus Action.

aroura_the_seductive

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