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Drow Bodyguards (Diligent Corbomites)

These dark elven monks work for the Diligent Corbomites.  They are usually employed by Vaconto directly for his defense, but Velor Suede has convinced Vaconto to loan him a couple

Physical Description

General Physical Condition

Race: Drow Class & Level: Monk 7 (Way of Shadow) Background: Criminal Alignment: Lawful Evil Experience: 23,690 xp     ABILITY SCORES & ABILITIES (* includes +3 proficiency bonus; ** includes expertise, if any)   Strength 12 +1 ... Strength Ability Checks +4 ... Strength Saving Throws * +1 ... Athletics Skill 180 lbs. ... Maximum Carrying Capacity 360 lbs. ... Max. Push or Drag (Speed -5 ft.) 360 lbs. ... Maximum Lift   Dexterity 19 +4 ... Dexterity Ability Checks +7 ... Dexterity Saving Throws * +7 ... Acrobatics Skill * +4 ... Sleight of Hand Skill +7 ... Stealth Skill *     Constitution 13 +1 ... Constitution Ability Checks +1 ... Constitution Saving Throws   Intelligence 10 +0 ... Intelligence Ability Checks +0 ... Intelligence Saving Throws +0 ... Arcana Skill +3 ... History Skill * +0 ... Investigation Skill +0 ... Nature Skill +0 ... Religion Skill   Wisdom 14 +2 ... Wisdom Ability Checks +2 ... Wisdom Saving Throws +2 ... Animal Handling Skill +2 ... Insight Skill +2 ... Medicine Skill +5 ... Perception Skill * +2 ... Survival Skill   Charisma 9 -1 ... Charisma Ability Checks -1 ... Charisma Saving Throws +2 ... Deception Skill * -1 ... Intimidation Skill -1 ... Performance Skill -1 ... Persuasion Skill   COMBAT [PHB p. 189]   15 ... Passive Perception +4 ... Initiative Modifier   Armor Class 16 ... Armor worn: none (Unarmored Defense)   45 ft. Speed ... Base distance per move   45 hit points ... 7d8 Hit Dice     +1 Magic Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 1d6+6 piercing damage.     Dart. Ranged Weapon Attack: +7 to hit. Hit: 1d4+4 piercing damage. (Normal range to 20 ft.; disadvantage long range 21 to 60 ft.)     Martial Arts During A Turn: Counting actions and bonus actions, make three unarmed attacks or one weapon attack plus two unarmed attack in turn. Or, for 1 ki point, make four unarmed attacks in a turn. (Opportunity attack is a seperate reaction, do once per round.)     FEATURES, TRAITS, SPECIAL ABILITIES   Criminal Background [PHB p. 129]   • Feature: Criminal Contact.   • Traits: Older sibling mind controlled by an aboleth. Retiring nature.   • Ideal: Fairness is an excuse for the weak to cheat.   • Bond: Paying back a forgiving victim.   • Flaw: Secret spy for enemy power.     Proficiencies & Languages • Proficiency Bonus: +3 • Armor: none • Weapons: simple weapons, hand crossbow, rapier, shortsword • Tools: gambling dice, calligraphy supplies • Saving Throws: Strength, Dexterity • Skills: Acrobatics, Deception, History, Perception, Stealth • Languages: Common, Elvish     Dark Elf Traits [PHB p. 23]   • Age: 148 years old   • Medium Size (4' 11", 135 lbs.)   • Superior Darkvision (120 feet)   • Sunlight Sensitivity (attack, Perception disadvantage)   • Drow Weapon Training (var. weapons)   • Drow Magic (Charisma-based; Dancing Lights cantrip; Faerie Fire and Darkness spells each once betw. long rests)   • Fey Ancestry (vs. charm, no sleep)   • Keen Senses (Perception)   • Trance (4 hrs. as 8 hrs. sleep)     Ki Energy [PHB p. 78]   • 7 ki points betw. short or long rests     Class Features [PHB p. 76]   • Unarmored Defense (AC)   • 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)   • Unarmored Movement (higher speed)   • Deflect Missiles (reduce by 1d10+11)   • Shadow Arts (2 ki for Darkness, Darkvision, Pass Without Trace, or Silence)   • Slow Fall (-35 damage)   • Extra Attack (2/attack)   • Stunning Strike (1 ki point, Constitution save of stunned)   • Shadow Step (bonus action to teleport 60 feet from dim light/darkness to same, adv. next attack)   • Wholeness of Body (regain 21 h.p. once betw. long rests)   • Evasion (area effect half or no damage)   • Stillness of Mind (end charmed or frightened)       EQUIPMENT & TREASURE     Carried Gear (PHB, p. 143): ten (10) darts, belt pouch, crowbar, set of dark common clothes with a hood. (This load is about 11.5 lbs.; add 1 lb. per 50 coins carried.)
Species
Children

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