Medium Or Small Beast, Chaotic Good
Armor Class 1 no armor
Hit Points 110 (2d8)
Speed
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
13 (+1)
WIS
17 (+3)
CHA
12 (+1)
Saving Throws STR +6, DEX +5, WIS +5
Damage Immunities Fire
Condition Immunities Charmed
Senses Passive Perception 20
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

idk

Actions

Fire Bolt

EvocationCantrip
Cast
10 Charges, Reset: Other
1d10 Damage

Casting Time:

1 action

Range/Area:

120ft.

Components:

V, S

Duration:

Instantaneous

Source:

Player’s Handbook, pg. 274

 

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Divine Strike

Customize
 

Action Type:

1 Action

Damage:

1d8

Range/Area:

--ft. Reach

Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).

Sacred Flame
EvocationCantrip
Cast
At Will
4d8 Damage
Customize
 

Casting Time:

1 action

Range/Area:

60ft.

Components:

V, S

Duration:

Instantaneous

Attack/Save:

DEX 18

Source:

Player’s Handbook, pg. 313

 

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Burning Hands

1st LevelEvocation
Cast
Level1st
10 Charges, Reset: Other
3d6 Damage

Casting Time:

1 action

Range/Area:

Self/15ft.

Components:

V, S

Duration:

Instantaneous

Attack/Save:

DEX 18

Source:

Player’s Handbook, pg. 248

 

A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the Cone that aren’t being worn or carried start burning.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

diminution travel
1st LevelConjuration
Cast
Level1st
Customize
 

Casting Time:

1 bonus action

Range/Area:

Self

Components:

S

Duration:

1 round

Version:

5e

makes u travel to another diminution before popping out causing u to teleport, u can also summon ur opponents here and make this the new battlefield where your npc friend has control over the whole battlefield

Flame Blade

 
2nd LevelEvocation
Cast
Level2nd
10 Charges, Reset: Other
3d6+4 Damage

Casting Time:

1 bonus action

Range/Area:

Self

Components:

V, S, M(a sumac leaf)

Duration:

Concentration, up to 10 minutes

Source:

Player’s Handbook, pg. 275

 

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.

As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.

The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Fire Storm

7th LevelEvocation
Cast
Level7th
10 Charges, Reset: Other
7d10 Damage(Can choose to not affect plants in the area)

Casting Time:

1 action

Range/Area:

150ft./10ft.

Components:

V, S

Duration:

Instantaneous

Attack/Save:

DEX 18

Source:

Player’s Handbook, pg. 275

 

A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the area that aren’t being worn or carried start burning.

Channel Divinity: Divine Spark

You point your Holy Symbol at another creature you can see within 30 ft. of you and focus divine energy at it. You either:

• Restore 2d8+4 HP to the creature.

• Force the creature to make a DC 18 Con. saving throw. On a failed save, the creature takes 2d8+4 Necrotic or Radiant damage (your choice), or half as much on a successful save.

Channel Divinity: Preserve Life

As a Magic Action, you can expend a use of your Channel Divinity to restore 50 HP to Bloodied creatures within 30 ft. of yourself (which can include you), and divide the HP among them. This feature can restore a creature to no more than half its Hit Point maximum.

Channel Divinity: Sear Undead

Whenever you use Turn Undead, any Undead that fails its saving throw takes 4d8 Radiant damage. This damage doesn’t end the turn effect.

Channel Divinity: Turn Undead

You present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 ft. of you must make a DC 18 Wis. saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute, and for that duration, it tries to move as far from you as it can on its turns.

This effect ends early if the creature takes damage, if you have the Incapacitated condition, or if you die.

Divine Strike

Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause it to take an extra 1d8 Necrotic or Radiant damage (your choice).

Stunning Strike

Once per turn, when you hit with a Monk weapon or Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a DC 18 Con. saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against it has Advantage.

Unarmed Strike

You make a melee attack that involves using your body to deal one of the following effects:

Damage. You make an attack roll against the creature, and on a hit, you deal 1 + STR Bludgeoning damage.

Grapple. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or it has the Grappled condition.

Shove. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or you can either push it 5 ft. away or cause it to have the Prone condition.

Bonus Actions

Fireball

3rd LevelEvocation
Cast
Level3rd
10 Charges, Reset: Other
8d6 Damage

Casting Time:

1 action

Range/Area:

150ft./20ft.

Components:

V, S, M(a ball of bat guano and sulfur)

Duration:

Instantaneous

Attack/Save:

DEX 18

Source:

Player’s Handbook, pg. 274

 

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the area that aren’t being worn or carried start burning.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Wall of Fire

 
4th LevelEvocation
Cast
Level4th
10 Charges, Reset: Other
5d8 Damage

Casting Time:

1 action

Range/Area:

120ft.

Components:

V, S, M(a piece of charcoal)

Duration:

Concentration, up to 1 minute

Attack/Save:

DEX 18

Source:

Player’s Handbook, pg. 338

 

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.

One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Flame Blade

 
2nd LevelEvocation
Cast
Level2nd
10 Charges, Reset: Other
3d6+4 Damage

Casting Time:

1 bonus action

Range/Area:

Self

Components:

V, S, M(a sumac leaf)

Duration:

Concentration, up to 10 minutes

Source:

Player’s Handbook, pg. 275

 

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.

As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.

The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

diminution travel
1st LevelConjuration
Cast
Level1st
Customize
 

Casting Time:

1 bonus action

Range/Area:

Self

Components:

S

Duration:

1 round

Version:

5e

makes u travel to another diminution before popping out causing u to teleport, u can also summon ur opponents here and make this the new battlefield where your npc friend has control over the whole battlefield

Flurry of Blows

You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

Flurry of Blows (Heightened)

You can expend 1 Focus Point to use Flurry of Blows and make 3 Unarmed Strikes instead of two.

Patient Defense

You can take the Disengage action as a Bonus action.

Focused Patient Defense. You can expend 1 Focus Point to take both the Disengage and Dodge actions as a Bonus Action.

Patient Defense (Heightened)

When you expend a Focus Point to use Patient Defense, you gain 2d8 Temp HP.

Step of the Wind

You can take the Dash action as a Bonus Action.

Focused Step of the Wind. You can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

Step of the Wind (Heightened)

When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 ft. that is Large or smaller. You move the creature with you until the end of your turn without provoking Opportunity Attacks.

Unarmed Strike

You can make an Unarmed Strike as a Bonus Action, while unarmed or wielding only Monk weapons, provided you aren’t wearing armor or wielding a Shield.

 

Reactions

Deflect Attack

Customize
 

Action Type:

1 Reaction

Damage:

1d10+13

Range/Area:

--ft. Reach

When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.

If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

Deflect Attack: Redirect Attack

Customize
 

Action Type:

1 Reaction

Attack/Save:

DEX 18

Damage:

2d8+3

Range/Area:

--ft. Reach

When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.

If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

Slow Fall

When you fall, you can reduce any falling damage by 90.

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

basically a copy paste of the kitsune with a few differences

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.

Scratchblack

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