Zephyr Gish'ra Kha'arj
- Hit points · HP
- 68
- Armour class · AC
- 17
- Level
- 9
- Strength
- 12+1
- Dexterity
- 17+3
- Constitution
- 16+3
- Intelligence
- 17+3
- Wisdom
- 19+4
- Charisma
- 13+1
Attacks and skills 7
Flames of the Phoenix
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
18m
Dexterity saving throw
ActionKi Point(s) 4
Possible damage types
Fire
Step of the Wind: Dash
Double your
movement speed. Jump no longer requires a
bonus action.
movement speed. Jump no longer requires a
bonus action.
Bonus ActionKi Point(s)
Fist of Unbroken Air
Push the target back 6m and knock it
Prone.
9m
Strength saving throw
ActionKi Point(s) 2
Possible damage types
Bludgeoning
Flurry of Blows
Punch twice in quick succession.
1.5m
Bonus ActionKi Point(s)
Possible damage types
Bludgeoning
Clench of the North Wind
18m
Wisdom saving throw
ActionKi Point(s) 3
concentration
Unarmed Strike
Swiftly strike an enemy as a bonus action.
1.5m
Bonus Action
Possible damage types
Bludgeoning
Fist of Four Thunders
Release a wave of thunderous force that pushes away all creatures and objects.
Constitution saving throw
ActionKi Point(s) 2
Possible damage types
Thunder
Traits 15
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Deflect Missiles
Use your reaction to reduce the damage from a ranged weapon attack by 1d10 + your Dexterity Modifier + your monk level.
Evasion
Your agility lets you dodge out of the way of certain spells.
When a spell or effect would deal half damage on a successful Dexterity
Saving Throw, it deals no damage if you succeed, and only half damage if you fail.
When a spell or effect would deal half damage on a successful Dexterity
Saving Throw, it deals no damage if you succeed, and only half damage if you fail.Extra Attack
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
Ki-Empowered Strikes
Your unarmed attacks count as magical for the purpose of overcoming enemies' Resistance and
Immunity to non-magical damage.
Immunity to non-magical damage.Martial Arts: Bonus Unarmed Strike
After making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a bonus action.
Martial Arts: Dextrous Attacks
Attacks with Monk Weapons and unarmed attacks scale with your
Dexterity instead of your
Strength if your Dexterity is higher.
Dexterity instead of your
Strength if your Dexterity is higher.Martial Arts: Deft Strikes
Attacks with Monk Weapons and unarmed attacks deal [1], unless their normal damage is higher.
Psionic Empowerment
Your attacks deal an extra 1d6 Psychic damage - the scars of illithid enslavement run deep.
Slow Fall
When you fall, you can use your reaction to gain Resistance to Falling damage.
Stillness of Mind
If you are
Charmed or
Frightened, you automatically cast
Stillness of Mind to remove the condition.
Unarmoured Defence
Your reflexes are as effective as any armour. While not wearing armour, you add your Wisdom Modifier to your
Armour Class.
Armour Class.Unarmoured Movement
Your
movement speed increases by 4.5m while you are not wearing armour or using a shield.
movement speed increases by 4.5m while you are not wearing armour or using a shield.Advanced Unarmoured Movement
Darkness Rules
No game description available.
1 internal effects have no display name.
Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.