Remove these ads. Join the Worldbuilders Guild

panper cankis

MONK 1 Class & Level
underdark cloister Background
Flumph Race
lawful good Alignment

Strength 10
+0
Dexterity 18
+4
constitution 14
+2
intelligence 12
+1
wisdom 17
+3
charisma 5
-3
Total Hit Dice 2d8
Hit Die
1d1d4+2
+2 proficiency bonus
+0 Strength
++4 Dexterity
++2 Constitution
++1 Intelligence
++3 Wisdom
-3 Charisma
saving throws
+4 Acrobatics
+4 Animal Handling
+9 Arcana
+0 Athletics
-1 Deception
+11 History
+3 Insight
+3 Intimidation
+4 Investigation
+11 Medicine
+9 Nature
+15 Perception
-1 Performance
-1 Persuasion
++7 Religion
+4 Sleight of Hands
+4 Stealth
+7 Survival
skills 2 proficiencies

 
12
Armor Class
23
Hit Points
+3
Initiative
5.ft fly 30.ft
Speed
Attacks
NOTHING AT ALL

Equipment
nice, self conscious, scared of things he knows he cant fight
Personality Traits
New stuff to explore every route, likes to be green!
Ideals
VERY WEAK AAAAAAAAAAAAAAAAAAAA
Flaws
Damage vulnerabilities psychic
Senses darkvision 60 ft., passive Perception 12
Languages understands Undercommon draconic but can't speak, telepathy 60 ft
unarmored defense, martial arts.They were capable of overhearing any telepathic conversation held within a range of 60 feet (18 meters), but were immune to attempts at reading their thoughts or their emotions against their will. Acid Injection (Ex)
When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of acid damage immediately and another 1d4 points of acid damage on the round after the attack. The target can end the acid’s effects by submerging the wound in water for a round or by being treated with a DC 15 Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph.
Stench Spray (Ex)
A flumph can spray a 20-foot line of foul- smelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 10 Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack (+5 for most flumphs). If the target is hit, it must make a DC 10 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range). Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage. charger

Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Level 1 Spells

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

drevilcrazyguy.

Statblock Type

Character Sheet (Legacy)

Link/Embed