Monk Retainers

Acolyte of the Way

Medium humanoid (any), any
Armor Class: Medium (AC 15)
Hit Points: Health Levels equal to their level.
Speed: 30 ft

STR

16 +3

DEX

18 +4

CON

16 +3

INT

16 +3

WIS

18 +4

CHA

16 +3

Saving Throws: Strength, Dexterity
Skills: Acrobatics, Athletics
Senses: Same as base race.
Languages: Common, Native

3RD-LEVEL (3/DAY): Fists of Fury. The acolyte makes two signature attacks. If both attacks hit the same target, the target is knocked back 5 feet.   5TH-LEVEL (3/DAY, REACTION): Stunning Follow-up. As a reaction to taking damage from an adjacent creature, the acolyte immediately makes two signature attacks against its attacker. If both attacks hit, the attacker is stunned.   7TH-LEVEL (3/DAY, BONUS ACTION): Body and Soul. The acolyte heals 2 health levels.

Actions

SIGNATURE ATTACK: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

 

Acolyte of Darkness

Medium humanoid (any), any
Armor Class: Medium (AC 15)
Hit Points: Health Levels equal to their level.
Speed: 30 ft

STR

16 +3

DEX

18 +4

CON

16 +3

INT

16 +3

WIS

18 +4

CHA

16 +3

Saving Throws: Strength, Dexterity
Skills: Acrobatics, Stealth
Senses: Same as base race.
Languages: Common, Native

3RD-LEVEL (3/DAY): darkness   5TH-LEVEL (3/DAY): Shadow Drain. The acolyte makes two signature attacks. If both attacks hit, the acolyte heals one health level.   7TH-LEVEL (3/DAY): Shadow Door. The acolyte teleports up to 30 feet to an unoccupied space it can see and makes two signature attacks.

Actions

SIGNATURE ATTACK: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) bludgeoning damage.

 

Elemental Acolyte

Medium humanoid (any), any
Armor Class: Medium (AC 15)
Hit Points: Health Levels equal to their level.
Speed: 30 ft

STR

16 +3

DEX

18 +4

CON

16 +3

INT

16 +3

WIS

18 +4

CHA

16 +3

Saving Throws: Strength, Dexterity
Skills: Acrobatics, Insight
Senses: Same as base race.
Languages: Common, Native

3RD-LEVEL (3/DAY): Wind. Intense winds swirl around the ends of the acolyte’s weapon, causing its next two attacks to deal an extra 7 (2d6) bludgeoning damage.   5TH-LEVEL (3/DAY): Water. The acolyte makes a signature attack and assumes a stance that lets it dodge all incoming melee attacks until the start of its next turn.   7TH-LEVEL (1/DAY): Earth. The acolyte stomps the ground, dislodging two large pieces of earth, and kicks them toward a target within 30 feet. The target must make a Dexterity saving throw or take 27 (6d8) bludgeoning damage on a failed save, or half as much damage on a successful one.

Actions

SIGNATURE ATTACK: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

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