Medium Or Small Humanoid, Lawful Good
Armor Class 16 Natural
Hit Points 85 (10d12 + 15)
Speed 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
10 (+0)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws DEX +8, CON +4
Damage Immunities Lightning
Senses Passive Perception 22
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Dedicated Weapon: North Star

Channel Divinity: 2

KI: 3 (Patient Defense = Dodge as bonus) (Step of the wind = Disengage or dash as bonus + Double Jump) (Deflect Missiles = if damage reduced return the attack) 

Spellcasting. Wisdom DC 16 +8

Cantrip: Guidance, Resistance, Light

1st level: Fog cloud, Thunderwave, Cure Wounds, Shield

2nd Level: Gust of wind, Shatter, Zone of truth

3rd Level: Lightning Bolt

 

Actions

Multiattack: Make two northstar attacks

North Star. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: # (2d6 + 4) lightning damage.

Water Whip

You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.

Bonus Actions

Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderous Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Reactions

Deflect Missiles

deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + 8

Wrath of the Storm (3-6)

when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

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

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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 # (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.

deltakushomega

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