Cruce Sybill
Medium Human, Miner, Lawful Neutral
Armor Class 16
Hit Points 93
Speed:
40 ft
Saving Throws Str +5, Dex +8
Skills Acrobatics +7, Athletics +5, Insight +5, Perception +5, Religion +6
Damage Resistances Fire
Senses Passive Perception 15
Languages Common, Rhônese dialect, Primordial
Challenge Rating 10
Proficiency Bonus +4
Description
Cruce is a wiry, severe woman who dresses in gray miner's garb, and a red sash of authority over her shoulder.
- Deflect AttacksWhen an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.
If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.
Empowered Strikes Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Evasion When you're 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 on the saving throw and only half damage if you fail.
You don't benefit from this feature if you have the Incapacitated condition.
Extra Attack You can attack twice instead of once whenever you take the Attack action on your turn.
Flurry of Blows You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
Heightened Focus Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks.
Martial Arts Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:
Simple Melee weapons
Martial Melee weapons that have the Light property
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield:
Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Patient Defense You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action, and you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
Self Restoration Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns:
Charmed, Frightened, or Poisoned.
In addition, forgoing food and drink doesn't give you levels of Exhaustion.
Slow Fall You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.
Step of the Wind You can take the Dash action as a Bonus Action.
Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Stunning Strike Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
Uncanny Metabolism When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.
Once you use this feature, you can't use it again until you finish a Long Rest.
One with the Blade you extend your ki into your kensei weapons, granting you the following benefits:
Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Actions
Unarmed Strike +7 Attack Hit: 1d6+4 Bludgeoning or Force damage (your choice)
Staff of Striking +7 Attack Hit: 1d8+3 Bludgeoning and 1d10 Force Damage per charge, up to 10 charges
Stunning Strike DC13 Con Save or stunned until end of your next turn
Rod of Rulership DC15 Wis Save, or Charmed for 8 hours
Bonus Actions
Flurry of Blows 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.
Unarmed Strike Immediately after your attack, you can use your Bonus Action to make a single Unarmed Strike.
Reactions
Deflect Attack 1d10+13
Redirect Attack DC13 Dex Save; 2d8+3
Comments