Medium Humanoid, Neutral Evil
Armor Class 19 Unarmored Defense
Hit Points 225 (13d8)
Speed 50 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
14 (+2)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws STR +6, DEX +9, WIS +10
Skills Acrobatics +8, Arcana +6, Deception +5, Insight +9, Intimidation +5, Perception +9, Stealth +8
Damage Resistances Force
Senses Truesight 10 ft., Passive Perception 19
Languages Common, Deep Speech, Thieves' Cant, Undercommon
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Ki

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows

Immediately 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. 

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity 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.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Visage of the Astral Self. Starting at 6th level, you can summon the visage of your astral self. On your turn, you can spend 1 ki point as a bonus action, or as part of summoning your astral arms, to summon this visage for 10 minutes. The spectral visage covers your face like a helmet or mask. You determine its appearance based on the qualities of your character. While your visage is summoned, you gain the following benefits. Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks. Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Awakening of the Astral Self Starting at 11th level, you tap into the greater power of your astral self. While you have both your astral arms and visage summoned, you gain the following benefits. Deflect Energy. When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level. Empowered Arms. Once on each of your turns when you hit a target with your astral arms, you can deal extra damage to the target equal to your Martial Arts die. Word of the Spirit. When you speak through your visage, you can direct your words to a creature of your choice that you can see within 30 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

 

Actions

Multiattack. Abelard makes three attacks, two attacks with his astral arms and one attack with his erasure swipe

Astral Arms. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 5) radiant damage. 

Erasure Swipe. Abelard swipes his right hand through the air, deleting the space he swipes through. A single targeted creature within 5 ft. must succeed on a DC 16 Dexterity saving throw or take 4d8+5 force damage. Alternatively, Abelard may use this swipe to teleport himself up to 30 ft. in any direction, or force a creature within 120 ft. to make a DC 16 Strength saving throw or be pulled 30 ft. towards him.

 

Reactions

Erasure Swipe. Abelard uses his reaction to swipe his right hand through the air, deleting the space there. Either damages a creature, draws himself closer to them, or them towards him, depending on his choice.

 Deflect Missiles

Starting at 3rd level, 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 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Vacuum Missile Deflect. Abelard actively deletes the space in front his right hand while holding it away from himself. As a reaction, he may reduce the damage he takes from a ranged attack by 2d10 + 15

Legendary Actions

Can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.

Astral Assault (Costs 1 Actions). Abelard launches two attacks with his astral arms against a creature in range.

 

Previous Versions

Name Date Modified Views Adds Version Actions
3/15/2020 10:31:37 PM
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