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DROOP, GOBLIN MONK

Small Goblinoid, Neutral Good

Armor Class 17

Hit Points 45

Speed 40

STR DEX CON INT WIS CHA

11 19 13 11 17 7

Skills Athletics (+3), Acrobatics (+7), Stealth (+7), Insight (+6), Perception (+6)

Saving Throws Strength (+2), Dexterity (+6)

Senses Darkvision

Languages Common, Goblin

Naturally Shifty. If an enemy misses Droop he doesnt provoke opportunity attacks from it until the end of his next turn.

Goblin Nimbleness. Droop can move through the space of any creature that is of a size larger than his. He cannot end his movement in another
creatures space.

Brewer. Droop is proficient with brewers supplies

Sailor at Heart. Droop is proficient with aquatic transports

Ki Points. As a 5th level monk, Droop has 5 Ki points, which he can regain after a short or long rest.

Flurry of Blows. Droop expends 1 ki point and makes another multiattack

Sweep the Leg. While lying prone, Droop may make an Acrobatics check to attempt to knock a creature prone. Additionally, Droop fights just as
well when prone as he does standing regularly. He does not provoke advantage by being prone, nor does he have disadvantage for being prone.

Goblin Feint. Droop may attempt to bluff a target within 30ft of him, attempting a Dexterity (Deception) check opposed by the target's Wisdom
(Insight) check. On a success he gains advantage against that target till the end of the turn and does not provoke opportunity attacks till his next
turn.

Light of Foot. Standing up does not take any movement speed. He can use his reaction if he falls to reduce the damage by 20.

Deflect Missiles. Droop can use his reaction to deflect/catch a missile. Damage is reduced by 1d10+8. If Droop reduces the damage to 0, he catches
the missile. He can spend 1 ki point to make a ranged attack with the weapon just caught.

Making Do. Droop has proficiency in improvised weapons, and they are monk weapons for him. He also adds 2 to his AC when moving.

ACTIONS
Cantrips. Thaumaturgy

1st Level Spells. Animal Friendship once per day

2nd Level Spells. Augury once per day, Misty Step (At Will)

Multiattack. Droop makes three Unarmed strike attack actions

Unarmed Strike Melee Weapon Attack +7 to hit reach 5 ft one target. Hit: 7 (1d6+4) bludgeoning damage

Stunning Strike. Droop can interfere with the flow of Ki in an opponents body. When he hits another creature he can spend 1 Ki point to make the
enemy succeed on a constitution saving throw of be stunned on a constitution saving throw.

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