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Zo Saito

Medium Human Retired Assassin , Neutral

Armor Class 17
Hit Points 47
Speed 45ft

STR
10 0
DEX
18 +4
CON
14 +2
INT
12 +1
WIS
16 +3
CHA
7 -2

Saving Throws STR +3, DEX +7
Skills Acrobatics +7, Athletics +3, Perception +6, Stealth +7
Languages Common, Thieves' Cant
Challenge Level 6 Monk



At will: Minor Illusion


Mage Slayer

  • When a creature within reach you can take opportunity attacks casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, they have disadvantage on the saving throw it makes to maintain concentration.
  • You have advantage on saving against spells cast by creatures with your reach.
  • Martial Arts. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.   Ki. Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have (Monk Level = available Ki points). You can spend these points to fuel various ki features. Ki points are fully recovered at the end of a short or long rest.   Zo knows the following Ki features:  
  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
  • Stunning Strike. You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
  • Shadow Arts. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components.
  • Some of your ki features require your target to make a saving throw to resist the feature’s effects. Zo's Ki save DC is 15.   Ki-Empowered Strikes. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Shadow Step. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.


    Actions

    Extra Attack. Make two attacks with Ace of Spades or Unarmed Attack   Ace of Spades. Melee Weapon Attack: 1d20+7 , one target. Hit: 1d6+4 slashing damage.   Unarmed Attack. Melee Unarmed Attack: 1d20+7 , one target. Hit: 1d6+4 bludgeoning damage.

    Reactions

    Deflect Missiles. You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.   If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, 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 for the attack, which has a normal range of 20 feet and a long range of 60 feet.


     

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