Remove these ads. Join the Worldbuilders Guild

Alex

Eddryne Mithrilmane CR: 9

Medium humanoid (silenced), no longer has one
Armor Class: 18
Hit Points: 99
Speed: 40 ft

STR

12 +1

DEX

18 +4

CON

12 +1

INT

12 +1

WIS

18 +4

CHA

10 +0

Saving Throws: Strength +5, Dexterity +8
Skills:

Acrobatics +8, Athletics +5, History +5, Insight +8

Damage Resistances: Poison
Damage Immunities: Psychic
Condition Immunities: Charmed, Deafened, Frightened
Senses:

Darkvision 60

Languages: Common, Dwarvish, Orcish (does not speak)
Challenge Rating: 9
Proficiency Bonus: +4

Cast Iron Stomach Eddryne has resistance to poison damage and advantage on saving throws against the poisoned condition.

Unarmored Movement Eddryne can move along vertical surfaces and across liquids on her turn without falling.

Silenced Eddryne has been Silenced, their own mind quieted and replaced by the Restless Empty's need for silence. She targets the loudest person within 100ft, regardless of who is the most threatening to her. She cannot be charmed or frightened, her will no longer her own. She cannot speak or hear anyone but one of the Songs or another Silenced person. (She is not deafened, she is unable to hear them as anything but Noise)

Silencing Strike Eddryne's Stunning Strike ability has been replaced by Silencing Strike. A creature who fails their save against Stunning Strike feels its effects as normal, but additionally is deafened. They may make another Constitution saving throw against being deafened at the end of each of their turns. If they fail three times, including the initial save against Silencing Strike, they are Silenced. On a success, they are no longer deafened, but have a negative 1-2 on future saves against being Silenced, where the penalty is equal to the number of saves they failed.

Deft Strike When she hits a creature with one of her kensei weapons, Eddryne can spend a ki point to deal an extra 1d6 damage to the target.

Focused aim When she misses with an attack roll, Eddryne can spend 1 to 3 ki points to increase her attack roll by 2 for each ki point spent, potentially turning the miss into a hit.

Ki-Empowered Strikes/Magic Kensei Weapons Eddryne's unarmed strikes and kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion When she is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Eddryne instead takes no damage if she succeeds on the saving throw, and half damage if she fails.

Agile Parry If she makes an unarmed strike as part of the Attack action on her turn and is holding a kensei weapon in one hand, she gets +2 to her AC until the start of her next turn, while the weapon is in hand and she is not incapacitated.

Actions

Quickened Healing

Spend 2 ki points to regain 1d6 + 4 HP.

Multiattack

Eddryne can make two attacks a turn divided how she pleases between her attacks.

Longbow Ranged Weapon Attack. +8 to hit, reach 150/600 ft., one target. Hit: 1d8 + 4 piercing damage.

War Pick Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 1d8 + 4 piercing damage.

Battleaxe Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 1d8 + 4 slashing damage (1d10 two-handed).

Unarmed Strike Melee Weapon Attack. +8 to hit, reach 5ft., one target. Hit: 1d6 + 4 bludgeoning damage.

Bonus Actions

Kensei's shot Bonus action to make ranged attacks with kensei weapons deal an extra 1d4 damage of the weapon's type. Until end of current turn.

Martial Arts

Can use a d6 in place of a monk damage die.

Attack action with unarmed strike or monk weapon on her turn, can make one unarmed strike as a bonus action.

Ki

Eddryne has a pool of 9 ki points that replenish at the end of a short or long rest. Her ki save DC is 16.

Flurry of blows 1 ki, immediately after taking the attack action on her turn. Two unarmed strikes as a bonus action

Patient Defence 1 ki. Dodge.

Step of the wind 1 ki. Disengage or dash, jump distance doubled.

Reactions

Deflect Missiles Hit by ranged weapon attack. Reaction to reduce damage by 1d10+13. If she reduces the damage to 0, she can catch the missile of she has at least one hand free. Can spend 1 ki point to make ranged attack of 20/60 using the weapon or piece of ammo, as part of the same reaction. +8 to hit, 1d6 + 4 damage on a hit.

Slow Fall Use reaction to reduce falling damage by 45.

Usual Tactics

Eddryne targets whoever the loudest person to her is, Silencing Strike-ing them until they are deafened and then moving on to the next target. Her goal is to Silence everyone in a group, not to kill them.

She will not stop until she is killed and cannot be reasoned, bargained, or pleaded with.

If someone uses telepathy to communicate with her, she would understand based on the languages she knew before she was Silenced. She can respond telepathically, distant and fearful, as well as utterly dedicated to her new purpose.

There is no way to save her from this and no way to change her behaviour.


Created by

Darkumbreon9.

Statblock Type

Monster

Link/Embed