Daggy Chihir, Thri-Kreen Master Monk

Finalist in the 12090 spring tournament, facing Grims Angel.   Head of a school of monk training The Way of the Astral Self, known for its reliance on speed and a quick kill as an extension of the inner, nonmaterial spirit unfettered by physical limitations.   Daggy is a quiet and reserved fighter who tends to listen much more than he speaks, and not only because his mouthparts don't lend themselves to human languages. He follows an enlightened warrior code focused on seeing what is not obvious and avoiding useless activity. He might stand stone-still for hours just observing an opponent, only to strike with an explosive flurry of attacks with four clawed arms and a flat running speed of well over eighty miles per hour.   Like all the Thri-Kreen he is a carnivore, unable to digest vegetation for nutrients. His race is found naturally only on the large island of D'har in the central Triad Bay of Khazig, which is an inhospitable spit of volcanic land in the center of an ancient impact crater, and their culture is foreign to the point of being truly alien to other humanoids; but Daggy is unique in that he emigrated to Khazig more than a decade ago and opened a school of martial arts in lower Berenike district which accepts all races as customers.    He has done well in the spring tournament in years past but this year, 12090, he has made it all the way to the finals. it is unknown what me might do with his grants of knighthood, his parcel of land and the troops he has already won, but in past tournaments he sold these claims back to the empire and cashed them out for improvements to his training school, which is now a sizeable complex and landmark fixture along the southern road bordering the Quags, and stands as a warning to any of the underclass who might want to turn their thieving and killing north into the better parts of the capitol city.
Daggy Chihir, Thri-Kreen Master Monk cover
Daggy Chihir, Master of the Way of the Astral Self.
Children

Daggy Chihir

Monk 17 Class & Level
Hermit Background
Thri-kreen Race
LN Alignment

Strength 12
+1
Dexterity 20
+5
constitution 16
+3
intelligence 14
+2
wisdom 20
+5
charisma 10
+0
Total Hit Dice 23
Hit Die
1d8+3
+6 proficiency bonus
+11 Strength
+11 Dexterity
+9 Constitution
+8 Intelligence
+11 Wisdom
+6 Charisma
saving throws
+5 Acrobatics
+5 Animal Handling
+2 Arcana
+7 Athletics
+0 Deception
+2 History
+5 Insight
+0 Intimidation
+2 Investigation
+5 Medicine
+2 Nature
+5 Perception
+0 Performance
+0 Persuasion
+2 Religion
+5 Sleight of Hands
+11 Stealth
+5 Survival
skills Athletics, Stealth proficiencies

 
27
Armor Class
169
Hit Points
+5
Initiative
65
Speed
TypeAttack BonusDamageAdd-on
Bite 1d20+11 1d6+5 piercingCon save DC11 or Poisoned 1 min
Claw (Base) 1d20+11 2d4+5 slashingnone
Fist (unarmed) 1d20+11 1d10+5 magical bludgeoningnone
Astral Arms (monk weapon) 1d20+11 1d10+5 radiant -or- necrotic1/turn add +10 damage
Attacks
Simple weapons, short swords.
AC 15 base (chitin). +5 dex, +5 wis, +2 Armor of the Spirit. = AC27
Move base 40' + level 17 monk +25 = 65'
STR save 7 (+1, +6) without Astral Arms, 11 (+5, +6) with astral arms
Proficiences
17 ki points
Spellcasting
2 shortswords that haven't been drawn in years; bag of volcanic gravel from home; 2 potions of Superior healing ( 8d4+8 each
Equipment
Insectoid consciousness is fairly alien in its processes, very orderly and utterly lawful/mechanical in nature; at odds with the hyperpowerful astral self which is clever, unpredictable and powerful.
Personality Traits
I strive to emulate the great martial art teachers of ancient days and wisdom.
Ideals
My teaching school is the most important thing to me and I will never willfully dishonor it.
Bonds
I lack even a basic capacity for spontaneity and am unable to change a plan once I've put it into motion; luckily it's usually the right plan.
Flaws
Multiarmed combatant. Number of attacks during attack actions and bonus actions is doubled.

Way of the Astral Self, Complete Astral Self gives 1 additional attack and bonus attack per action, for a total of 3 attack rolls per attack action + 3 attack rolls per bonus action x 2 for multiarmed. Beyond the initial 10 ki outlay, no additional Ki are needed, leaving 7 points for patient defense, step of the wind, and stunning strike (Flurry of Blows is one fewer attack on the bonus action, so not used unless Ki is not there to invoke the complete astral self).

ACTION: Up to 6 melee attacks in the attack action (2 plus astral 1, x2 sets of arms) PLUS 1ki for stunning strike DC19 con save or stunned till end of next turn -OR -Stillness of mind to clear Charm or Fear -OR- take one potion of greater healing 8d4+8 , x2 total

BONUS ACTION: 6 astral arms attacks in the bonus action.
PLUS: Add +10 damage to one successful attack (action or bonus action) per turn

REACTION: Deflect missiles by 1d10+22 and if reduced to 0, 1ki to throw back 20/60 for 1d10+5 -OR - Deflect Energy (reduce acid, cold, fire, lightning or force damage by [roll 1d10+22]

MONK FEATURES:

Martial Arts
  • Use DEX instead of STR for unarmed strikes and monk weapons.
  • Use a d10 in place of normal unarmed strike damage.
  • Make 1 unarmed strike as a bonus action (no Ki needed for x1)
  • Speed increased by 25' per turn while not wearing armor or carrying a shield.
  • Move along vertical surfaces and across liquids on your turn without falling during the move.
  • Deflect missiles: When hit by a ranged weapon attack, use your reaction to reduce damage by 1d10+22 ' If this reduces damage to 0, you can catch the missile if it is small if it is small enough for you to hold in one hand and you have at least one hand free. If caught, spend 1 ki point to make a ranged attack with it as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon 1d10+5 for the attack, which has a normal range of 20 feet and a long range of 60 feet.
  • Slow Fall: Use reaction to reduce falling damage by 85 (150 feet without damage)
  • Attack Twice instead of once when you take the attack action on your turn (Way of the Astral Self adds an additional attack to the action)
  • Ki-Empowered Strikes - unarmed strikes count as magical for the purpose of overcoming resistance and immunity to normal attacks.
  • Diamond Soul - proficiency on all saving throws.
  • Evasion - When subjected to a dex save for half damage, you take no damage on a save and only half on a fail.
  • Stillness of Mind - You can use your action to end one effect on yourself that is causing you to be charmed or frightened (if you are aware of it).
  • Immune to disease and poison.
  • Tongue of the Sun and Moon - understand all spoken languages, and any creature who speaks any language can understand what you say.
  • Timeless Body - can't be aged magically and suffer none of the frailty of old age. No longer need food or water.
  • Ki: Flurry of Blows. Spend 1 ki point immediately after your attack action to make two unarmed strikes as a bonus action.
    Ki; Patient Defense. Spend 1 Ki point to take the Dodge action as a bonus action on your turn.
    Ki: Step of the Wind. Spend 1 Ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled (60'/30')
    Ki: Stunning strike: On successful melee weapon attack. Spend 1 Ki point to force opponent to make a Con save DC 19 or be stunned until the end of your next turn.

    WAY OF THE ASTRAL SELF FEATURES
    Arms of the Astral Self
    Spend 2 ki points as a bonus action to summon the arms of your astral self for 10 minutes. These spectral arms hover near your shoulders. You determine the arms’ appearance based on the qualities of your character.

    While your astral arms are summoned, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • The arms are monk weapons and have a reach of 10 feet. The arms deal radiant or necrotic damage (your choice). When you attack with the arms, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls.
  • Immediately after you use the Attack action with your astral arms on your turn, you can make one extra attack with your astral arms as a bonus action. The number of extra attacks increases when you reach certain levels in this class, increasing to two at 11th level and three at 17th level.

  • Visage of the Astral Self
    Starting at 6th level, you can summon the visage of your astral self. On your turn, you can spend 1 ki point as a bonus action, or as part of summoning your astral arms, to summon this visage for 10 minutes. The spectral visage covers your face like a helmet or mask. You determine its appearance based on the qualities of your character.

    While your visage is summoned, you gain the following benefits.

  • Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
  • Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • Awakening of the Astral Self
    Starting at 11th level, you tap into the greater power of your astral self. While you have both your astral arms and visage summoned, you gain the following benefits.

  • Deflect Energy. When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level.
  • Empowered Arms. Once on each of your turns when you hit a target with your astral arms, you can deal extra damage to the target equal to your Martial Arts die.
  • Word of the Spirit. When you speak through your visage, you can direct your words to a creature of your choice that you can see within 30 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

  • Complete Astral Self - use 10 Ki points to create the arms, visage and body of your Astral self for 10 minutes.This spectral body covers your physical form like a suit of translucent armor, connecting with the arms and visage. While summoned:
  • Armor of the Spirit - gain +2 to AC when not incapacitated.
  • Astral barrage - whenever you use the extra attack feature to attack twice, instead attack three times using your Astral Arms (so two normal and one astral; x2 for Daggy)
  • Ki Consumption - when a creature within 10' is reduced to 0 HP, you can use your reaction to regain Ki = to your WIS modifier (+5).



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