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Monty Goldskin

Monty Goldskin

Medium Human, Mercenary, Chaotic Neutral

Armor Class 20
Hit Points 145
Speed: 40 ft

STR

12
( +1 )

DEX

20
( +5 )

CON

16
( +3 )

INT

8
( -1 )

WIS

20
( +5 )

CHA

12
( +1 )

Saving Throws Strength +6, Dexterity +10
Skills Acrobatics +10, Insight +15, Sleight of Hand +15, Stealth +15
Senses Passive Insight 25, Passive Perception 15
Languages Common, Orc, Thieves’ Cant
Challenge Rating 10
Proficiency Bonus +5

Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.   Ki Points (Special). You can spend Ki Points to fuel ki features. You have 5 points per short rest and your Ki save DC is 18. (Has 5 charges)   Sneak Attack (Special). Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.   Stunning Strike (Special). When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 18).

Actions

Multiattack. Monty makes two Halo attacks.   Halo. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 12 (1d8 + 7) [Slashing] damage or Hit: 13 (1d10 + 7) [Slashing] damage.   Cunning Action. You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.   Eye for Detail. You can use a bonus action to make a Perception check to spot a hidden creature or object or to make an Investigation check to uncover or decipher clues.   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.   Insightful Fighting. As a bonus action, you can make an Insight check against a creature you can see that isn’t incapacitated, contested by the target’s Deception check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it for 1 minute or until you use this feature against a different target.   Kensei's Shot. You can use a bonus action on your turn to make ranged attacks with a kensei weapon deal an extra 1d4 damage of the weapon’s type until the end of the current turn.   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.   Tavern Brawler Grapple. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.   Halo. You can use your bonus action to cause a faint radiant light to bleed from the golden weapon for 1 minute, while in this state you can add an additional 1d4 radiant damage to all attack rolls that are made with this weapon. Once you've done this you cant activate halo again until you finish a long rest.

Reactions

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 +10. 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 a range of 20/60.   Deflect Missiles Attack. 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).   Slow Fall. You can use your reaction when you fall to reduce any falling damage you take by 25.   Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Legendary Actions

Monty can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Monty regains spent legendary actions at the start of its turn.   Halo. Monty can make one attack with Halo.   Rush. Monty can move up to half of their movement without provoking an opportunity attack.

Physical Description

A shorter human woman with well toned coffee brown skin, blackish brown shoulder length hair, and violet colored eyes. She also has an x shaped scar along the bridge of her nose. Across her chest is the tattoo of black and white outstretched wings, they usually can be seen poking out from beneath her v neck white tunic. She also wears a variety of piercings in her ears and has a black and brown cropped leather jacket, flowing from one shoulder is a dark red shoulder cape and on the other side is a golden shoulder pauldron. At her hip is her weapon of choice that she normally conceals with her half cape. A chakram with a fine golden blade and dark red wood on the inside.

Traits

  • Age: 54
  • Race: Human
  • Class: Monk/Rouge
  • Pronouns: She/Her
  • Eyes: Violet
  • Hair: Dark brownish black hair cut to shoulder length
  • Skin: Coffee brown
  • Height: 5’9”
  • Weight: 174

Plot Hooks

  • Callahan currently owes Monty about 9000 golden marques and will start to go after Callahan if he takes too long in paying her back.
  • By doing this job for Monty, Armistice and Roxanne are absolving her of her favor that she owed to Mr. Paradeez.
  • When Monties friends start to leave her she will go looking for a method to keep her “family” all together.

Personality

Has a bit of a soft spot for her group, and thinks of them as a family after her original family was killed in a vicious attack. She also has severe abandonment issues and is very uncomfortable when people leave her.

Questlines

Children

Career

Leader of Monties Mercs

Factions

Mini Backstory

  • 15-19 Years Old: Started work as a mercenary and learned everything she knew from her dad, a professional bounty hunter. From there they worked as a dynamic duo, pulling in coins and riches for their family.
  • 20 Years Old: Monty and her father end up involved with the Banker which leads to their family being taken hostage while they completed a job for the Baner. Her father ends up getting killed during the mission which leaves Monty to complete the job alone, picking up his weapon she does so but is a little bit late, 7 minutes to be precise. As punishment the Banker made Monty watch as he killed her entire family by controlling her mother and making her kill both of Monties siblings, she then turned the gun on herself and pulled the trigger. They then dumped Monty in the ocean and never expected to see her again.
  • 21-33 Years Old: She ends up running with a band of adventurers for a while, it's where she ends up meeting Max and Intrepid. They were a good group but things eventually fell apart as people started dying or leaving to be with their families. This just ended up leaving Monty all alone again.
  • 34-53 Years Old: It was at this time that Monty began Monties Mercs. A gang of mercenaries hell bent on making money and being better than any other crappy group. She picked up strays from the streets and raised them to understand that there is no true limit to their potential.
  • 54 Year Old: Max ends up calling in his long-time favor and requests the help of one of her best and one of her up and coming Mercs. For this job she chose Armistice and Roxanne but was later approached by the Eyeless and was told to involve one of their operatives in this job.

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