Unarmored Defense: While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
Unarmored Movement: Your speed increases by 25 feet while you are not wearing armor or wielding a shield. You can also move along vertical surfaces and across liquids on your turn without falling during the move.
Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
Evasion: When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Diamond Soul: You are proficient in all saving throws and whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Tongue of the Sun and Moon: You understand all spoken languages and any creature that can understand a language can understand what you say.
Timeless Body: You no longer need food or water, and can't be aged magically or suffer effects of old age (though you can still die of it).
Action Name. Enter the description for your action.
Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage.
Action Ranged Attack. Ranged Weapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.
Wholeness of Body: 1/long rest - Regain 51 HP
Stillness of Mind (Recharge 4-6): End a charm or frightened effect on her.
Flurry of Blows - After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Slow Fall: You can use your reaction when you fall to reduce any falling damage you take by 85.
Evasion:
Deflect Missiles: You can use your reaction to 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 +20. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with range 20/60.
Legendary Actions: 3/turn
Legendary Resistances: 3
Stunning strike: (Recharge: Auto if target already hit this round) - If Arciara hits a target two times with unarmed attacks, the second attack can be a stunning strike. Recipient must make a DC16 CON save to resist or be stunned until end of Arciara's next turn.
Magical hands: Unarmed strikes count as magical attacks.
Breath weapon (Gold-Fire: Recharge:6): 15ft cone Any withing must make DC16 DEX save or take 5d6 fire damage. Save takes half damage.
Quivering Palm (Recharge 5-6): When you hit with an unarmed strike, you can spend 3 ki points to start harmless vibrations in the target, which last for 17 days. As an action you can end the vibrations and the creature must make a CON saving throw (DC 16). If it fails, it is reduced to 0 HP. If it succeeds, it takes 10d10 necrotic damage.
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
Arciara is an extremely leanly muscled, tall gold dragonborn wearing simple monk's robes in charcoal grey, with a bandolier of throwing spikes across her chest, a strange furred cloak, on her shoulders, and a pair of hand sickles on her hips. She walks with an air of grace and confidence that is unnerving and troubling. Her nonchalance becomes even more troubling when pressed into action as her body moves insanely quickly and the wide reptilian grin seldom leaves her face in combat.
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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