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Drexel

Elven Guardian of Tor-Tethys

Apr 4th, 2024 (edited)
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  1. Elven Guardian of Tor-Tethys
  2.  
  3. Armor Class : 17 (Unarmored Defense)
  4. Hit Points : 110 (17d8 + 34)
  5. Speed : 45 ft
  6. Proficiency +3
  7.  
  8. Str 16 (+3) Dex 18 (+4) Con 14 (+2) Int 10 (+0) Wis 16 (+3) Cha 8 (-1)
  9.  
  10. Skills Acrobatics +7, Stealth +7, Nature +3, Perception +6
  11. Senses passive Perception 16
  12. Languages: Common, Elvish
  13. Challenge 6 (2,300 XP)
  14.  
  15. Special Actions:
  16.  
  17. Multiattack: The Guardian can make unarmed strikes or one elemental fist strike
  18.  
  19. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) bludgeoning damage.
  20.  
  21. Elemental Fist (Earth). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 4 bludgeoning + 1d8 force damage). Target must succeed on a DC 16 STR save or be knocked prone.
  22.  
  23. Ki Abilities: 12 ki points
  24.  
  25. Flurry of Blows
  26. 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.
  27.  
  28. Patient Defense
  29. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  30.  
  31. Step of the Wind
  32. 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.
  33.  
  34. Stunning Strike
  35. 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.
  36.  
  37. Fist of Four Thunders
  38.  
  39. You can spend 2 ki points to cast Thunderwave.
  40.  
  41. Gong of the Summit
  42.  
  43. Prerequisite: 6th Level
  44. You can spend 3 ki points to cast Shatter.
  45.  
  46. Elemental Attunement
  47.  
  48. You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
  49.  
  50. Create a harmless, instantaneous sensory effect related to air, earth, fire, or water such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  51. Instantaneously light or snuff out a candle, a torch, or a small campfire.
  52. Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  53. Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
  54.  
  55.  
  56.  
  57.  
  58. Earth's Embrace (1/Day). As a bonus action, the guardian gains temporary hit points equal to its Wisdom modifier + half its monk level.
  59.  
  60. Stone's Endurance (Recharge 5-6). As a reaction, the guardian can reduce damage by 1d12 + CON modifier.
  61.  
  62. Grasp of the Earth (1/Day). As an action, the guardian can cause the earth to grasp and restrain an enemy within 30 feet. The target must succeed on a DC 14 Dexterity or Strength saving throw or be restrained.
  63.  
  64. Gear"
  65.  
  66. Robes of the Earthwarden. These robes provide a +1 bonus to AC and resistance to poison damage.
  67.  
  68. Staff of Minor Tremors. Once per day, allows the casting of Earth Tremor without expending a spell slot or material components.
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