Chaotic Neutral
The niece of Dao. She got put into prison due to trying to steal a box of sharingans. She is a very dominate women during a certain activity and has a sweet tooth for lollipops
STATS
HP: 401
AC: 26
Movement: 70ft
Initiative: +5
PB: +9
Passive WIS: 15
Languages: All
Ki points: 26
STATS
STR: 18 (+4)
DEX: 22 (+6)
CON: 20 (+5)
INT: 10 (+0)
WIS: 20 (+5)
CHA: 16 (+3)
Saving Throws
STR: +13
DEX: +15
CON: +14
INT: +9
WIS: +14
CHA: +12
Skills
Acrobatics: +15
Athletics: +13
Intimidation: +12
Nature: +14
Survival: +14
Attacks: 3 attacks, 6 unarmed strikes
Dart: +12 to hit; 20/60ft; 1d4+4 piercing damage
Knives of Divine Will: +18 to hit; 5ft, 30/60ft; Magical 3d12+17 slashing/radiant
Unarmed Strike: +15 to hit; 5ft; 1d12+5 bludgeoning damage
Flurry of Blows: +15 to hit; 5ft; 1d12+5 bludgeoning damage
Deflect Missiles Attack: +12 to hit; 20/60ft; 1d8+4 piercing damage
Immune:
Resistance: Use Empty Body, Fire, Cold, Thunder, Lightning
Vulnerabilities:
Actions
Stillness of Mind: End one effect on yourself
Fist of Four Thunders: 2 ki for Thunderwave
Clench of the North Wind: 3 ki for Hold Person
Gong of the Summit: 3 ki for Shatter
Ride The Wind: 4 ki for Fly on yourself
Empty Body: spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell (DC 20 due to Nox Von), without needing material components. When you do so, you can't take any other creatures with you
Bonus Actions
Flurry of Blows: 1 ki for two unarmed attacks as bonus action
Patient Defense: 1 ki for Dodge as bonus action
Step of the Wind: 1 ki for Disengage or Dash as bonus action, jump distance doubled
Reactions
Deflect Missiles: Reduce damage by 1d10+21 and if you have a free hand, make a range attack (20/60ft, +10 to hit, 1d8+5)
Free Action
Purity of Body: immune disease, poison
Timeless Body: no age effects
Stunning Strike: After making a melee attack, spend 1 ki to make the target stunned with a CON DC 14
Evasion: Take half damage if fail DEX save
Slow Fall: Reduce fall damage by 80
Diamond Soul: Spend 1 ki point to reroll a save
Drilling Crimson Blade: Makes her attacks piercing instead of bludgeoning, +5 to the attack rolls. Half of proficiency bonus per long rest
Energy Alchemy
Freezing Alchemy
Using a Circle of any size, any liquid within range is frozen solid until the end of your next turn and every creature within your reach must attempt a Strength saving throw. On a failure, they take cold damage equal to the Circle's Alchemic Stamina cost and are restrained until the end of your next turn. On a success, they take half as much damage.
Condensation Alchemy
Requires Freezing Alchemy. Using a Circle of any size, any gas within range is cooled to a liquid for up to 1 minute with concentration. If a creature ends their turn within this area, they must attempt a Constitution saving throw. On a failure, they take cold damage equal to the Circle's Alchemic Stamina cost and are restrained until the end of their next turn. On a success, they take half as much damage.
Melting Alchemy
Using a Circle of any size, any solid substance within range melts to a liquid until the end of your next turn and every creature within your reach must attempt a Dexterity saving throw. On a failure, they take fire damage equal to the Circle's Alchemic Stamina cost and their damage threshold is halved until the end of your next turn. On a success, they take half as much damage.
Boiling Alchemy
Requires Melting Alchemy. Using a Circle of any size, any liquid within range is boiled into a gas for up to 1 minute with concentration. If a creature ends their turn within this area, they must attempt a Wisdom saving throw. On a failure, they take fire damage equal to the Circle's Alchemic Stamina cost and their damage threshold is halved until the end of their next turn.