Filadrin
Medium Gith, Monk (Way of Shadows), Neutral Evil
Armor Class 17
Hit Points 190 20d8+100
Speed:
40 ft
Saving Throws STR +8, DEX +10, CON +10, INT +9, WIS +9, CHA +8
Skills Deception +8, Stealth +10, Insight +9, Acrobatics +10
Damage Immunities poison
Condition Immunities diseased, poisoned
Senses Passive Perception 14
Languages All
Challenge Rating 16
Proficiency Bonus +5
Ideals
Secrets are meant to be learned. By me, specifically
Bonds
Mornix is a faithful companion, and I will endeavor to impress her
Flaws
I would rather survive than risk my life in a fight
Filadrin's innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells, requiring no material components:
At will: Minor Illusion
1/day: Mage Hand, Shield, Detect Thoughts
2/day: Darkness, Darkvision, Pass without Trace, Silence
Diamond Soul (5/Day Each). When you fail a saving throw, you may reroll it and take the second result.
Evasion. 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, and only half damage if you fail.
Ki-Empowered Strikes. All attacks used by Filadrin count as magical.
Legendary Resistance (3/Day). If the Filadrin fails a saving throw, it can choose to succeed instead.
Timeless Body. Filadrin can't be aged magically, and does not need food or water.
Ki-Empowered Speed. Filadrin can run on water and up vertical surfaces.
Actions
Multiattack. Filadrin makes three Unarmed Strike attacks, and one Stunning Strike attack.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage.
Stunning Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage. The target must succed on a DC 17 Constitution saving throw or be stunned until the end of your next turn.
Shadow Step. Only usable in dim light or darkness. Teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. Filadrin have advantage on the first melee attack you make before the end of his turn.
Cloak of Shadows. Only usable in dim light or darkness. Become invisible, and remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Patient Defense (Recharge 3, 4, 5 or 6). Take the Dodge action as a bonus action.
Step of the Wind (Recharge 3, 4, 5, or 6). Take the Disengage or Dash action as a bonus action. Your jump distance is doubled this turn.
Reactions
Deflect Missiles. Reduce the damage of a ranged weapon attack by 1d10 + 20. If this reduces the damage to 0, make a ranged attack with the piece of ammunition as part of the reaction. Filadrin is considered proficient with the attack, and has a normal range of 20 feet, and a long range of 60 feet.
Slow Fall. Reduce any falling damage you take by 75.
Legendary Actions
Filadrin can take 4 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. Filadrin regains spent legendary actions at the start of its turn.
Unarmed Strike. Filadrin makes a Unarmed Strike attack.
Stunning Strike (Costs 2 Actions). Filadrin makes a Stunning Strike attack.
Cloak of Shadows (Costs 3 Actions). Filadrin uses the Cloak of Shadows and Shadow Step actions, in that order.
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