Medium Ashen (elf, Monk/Astral Self 5, Lawful Good
Khatu is a stern, stoic man only a few inches taller than five feet, with toned muscles and a predator's gait. His skin is the color of ash, his red hair is covered by a sand-colored bandana. The rest of his clothes - which consist only of a pair of loose-fitting pants tied with thick straps at the waist and the ankles and a pair of low-rising, soft boots - are also the color of sand. He has lived the harsh and unforgiving life among the endless desert sands that most Ashen live, and turned those trails into a personal pursuit of physical and mental perfection. If spoken with, Khatu is kind and does his best to be unintimidating, but his words are few and his sentences are short. He does not reveal much about himself or his past, but will listen intently to others who will tell their own stories. He believes firmly that there are laws governing the universe and that the path to ultimate happiness and enlightenment is to follow them. As such, an individual looking for sympathy, advice, or support will often be met with advice like "grow stronger" or "stop doing stupid things". In any situation where trouble arises, he is among the first to volunteer to help.
Reserved. Khatu is observant, respectful, and cautious in his dealings.
The pursuit of enlightenment end perfection guide all that I do.
I fear growing weak or soft, so purposely forgo many of the comforts and niceties of the world. Doing so often makes life more difficult than it must be.
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 +7. Slow Fall You can use your reaction when you fall to reduce any falling damage you take by 25.
Multiattack Khatu will attack four times with his unarmed strike Unarmed Strike Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage Stunning Strike (5-6) When you hit with a melee weapon attack, you can choose to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 14).