Vis
A man who has trained for years, building his body to perfection. He is one of the few that are the closest to Imprimis status. He is apart of the Litura division of the Venatores
Goliath
Lawful Evil
Str: 24 +7
Dex: 24 +7
Con: 24 +7
Int: 14 +2
Wis: 18 +4
Cha: 10 +0
Prof Bonus: +6
AC: 24
HP: 406
Speed: 45ft
15 ki points
BAR: Bear Totem
MONK: Lone Death
Damage Vulnerabilities: Psychic, (Non-Raging: Radiant, Acid)
Damage Resistances: All types of Slashing and Piercing, cold (Raging: all but psychic)
Damage Immunities: All types of Bludgeoning, Poison
Condition Immunities: Poison, Exhaustion, Diseases, Grappled, Incapacitated, Paralyzed, Stunned, Restrained, Frightened
Saving throws: STR/DEX/CON: +14, INT: +9, WIS: +11, CHA: +7
Skills: Athletics +14, Acrobatics +14, Intimidation: +7, Insight: +10
Senses: Passive perception: 24
Languages: All
Actions:
Multiattack: Can attack 3 times
Unarmed Strike: +13 to hit; 5ft; 1d10+7 bludgeoning damage + 1d6 force damage
Hour of Reaping: Everyone in 30ft must make a WIS saving throw or be frightened until the end of your next turn, DC 18
Bonus Actions:
Rage
Flurry of Blows: 1 ki point to make two unarmed strikes as a bonus action
Patient Defense: 1 ki point to take the Dodge action
Step of the wind: 1 ki point to take the Disengage or Dash action, jump is doubled
Reaction:
Stone’s Endurance: reduce damage dealt to you by 1d12+4
Deflect Missiles: damage you take from the attack is reduced by 1d10 +19
Deflect Missiles Attack: 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/6
Slow Fall: reduce any falling damage you take by 75
Legendary action:
1/Fragor: Unarmed strike, (# of attacks dealt)d12 force damage
1/Reap: Same as Hour of Reaping, but a DC 26
Special Action:
Legendary Resistance: 3/day
Features:
8ft tall
320 pounds
Little Giant
Drops:
Actions
Unarmed Strike: +14 to hit; 5ft; 1d12+7 bludgeoning damage + 1d8 force damage
Hour of Reaping: Everyone in 30ft must make a WIS saving throw or be frightened until the end of your next turn
Stillness of Mind: End one effect causing you to be charmed or frightened
Bonus Actions
Rage: ADV on all STR checks, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened, +4 to all melee attacks
Flurry of Blows: 1 ki point to make two unarmed strikes as a bonus action
Patient Defense: 1 ki point to take the Dodge action
Step of the wind: 1 ki point to take the Disengage or Dash action, jump is doubled
Unarmed Strike: +14 to hit; 5ft; 1d12+7 bludgeoning damage + 1d8 force damage
Reactions
Stone’s Endurance: reduce damage dealt to you by 1d12+4 (6 times)
Deflect Missiles: damage you take from the attack is reduced by 1d10 +19
Deflect Missiles Attack: 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/6
Slow Fall: reduce any falling damage you take by 75
Free Action
Feral Instinct: Initiative advantage
Stunning Strike: When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 17)
Evasion: area effect half or no damage
Danger Sense: ADV on DEX saves on attacks you can see
Indomitable Might: if your total for a Strength check is less than your Strength score, you can use that score in place of the total
Reckless Attack: ADV on all STR melee attacks, but attack rolls against you have advantage until your next turn
Brutal Critical: you can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack
Relentless Rage: If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5
Touch of Death: When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level
Mastery of Death: reduced to 0 hit points, you can expend 1 ki point to have 1 hit point instead
Danger Sense: ADV on DEX saves on attacks you can see
Reckless Attack: ADV on all STR melee attacks, but attack rolls against you have advantage until your next turn
Brutal Critical: you can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack
Relentless Rage: If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5
Indomitable Might: if your total for a Strength check is less than your Strength score, you can use that score in place of the total
Raging: ADV on all STR checks, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened, +4 to all melee attacks
Touch of Death: When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level
Hour of Reaping: you gain the ability to unsettle or terrify those around you as an action. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn
Mastery of Death: When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead