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Krish Isis
Level 12 (0/120000 XP for level-up)
Background Ruined
Size Medium
Species Thri-Kreen
Monk
Subclass Way of the Mask
Level 11
Hit dice 11/11
1d10+2
Bafoon
Level 1
Hit dice 1/1
1d8+2

STR 19
+4
STR save: +8
DEX 15
+2
DEX save: +6
CON 14
+2
CON save: +2
INT 10
+0
INT save: +0
WIS 12
+1
WIS save: +1
CHA 20
+5
CHA save: +5

Initiative (DEX)
+2
Speed
70 feet. You sink in liquid and have a swimming speed of 0 feet.
Passive Perception
11
Heroic Inspiration
Armor Class (AC)
19
Unarmored Defense
Hit Points
124 / 124
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+9
Ability
CHA
Abi Mod
+5
Save DC
17
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +10 STR 1d10+2+4 Force
  Properties: Versatile (Slashing, Bludgeoning)
Spear +6 DEX 1d6+2 Piercing
  Properties: Properties: versatile(1d8), thrown(20/60)
Headbutt +8 STR 1d8+4 Force
  Properties: Versatile (Slashing, Bludgeoning)
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Unarmored Defense 19
Skills
P/E Bonus Skill Abi
+2 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+8 Athletics STR
+5 Deception CHA
+0 History INT
+1 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+6 Stealth DEX
+5 Survival WIS

+8 Expertise Bonus
+4 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Blade Ward
+9
Action Self Concentration, up to 1 minute
 Notes:   Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
Vicious Mockery
+9
Action 60 ft Instantaneous 2d6
 Notes:   You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 7618, Platinum: 0
Bastions
Treasure and Equipment

Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, A cracked hourglass, a set of rusty manacles, a half-empty bottle, a hunting trap, a gaming set (matching your chosen proficiency), a set of traveler’s clothes



Proficiencies, Languages, and Talents
Common, Thri-kreen, Void speech, Gith
Features & Traits

Species


Darkvision. Your compact eyes and deep instincts give you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


Exoskeleton. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.


Multiple Limbs. You have a shorter pair of arms in the center of your chest. Your smaller arms have a reach of 5 feet, and you can use them to lift a number of pounds equal to five times your Strength score. You can use these arms to take an additional object interaction each round and hold objects. Your secondary arms can’t be used to do anything that requires manual precision such as attack, benefit from a shield, use an item or performing the somatic components of a spell.


Thri-kreen Telepathy. Without the assistance of magic, you can't speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures you can see within 120 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).


Insectoid Movement. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along seilings, while leaving your hands free.


Torpor. Thri-kreen are known to enter a state of decreased physiological activity to prolong their survival. You only require 1 gallon of water each week, you do not require sleep and don't suffer exhaustion from lack of rest. When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.


Class


Monk’s Focus. Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.


You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.


When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.


Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.


Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.


Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.


Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.


Uncanny Metabolism. When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.

Once you use this feature, you can’t use it again until you finish a Long Rest.


Deflect Attacks. When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.

If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.


Slow Fall. You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.


Improved Extra Attack. You can attack twice instead of once on your turn. You learn to capture your enemy’s ki as you strike, transferring its life force to revitalise your own. At the end of your turn, you gain temporary hit points equal to thrice the number of weapon attacks you made that hit a non-Construct creature that turn.


Stunning Strike. Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.


Evasion. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.

You don’t benefit from this feature if you have the Incapacitated condition.


Acrobatic Movement. While you aren’t wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.


Subclass


Heavyweight Champion. When presented with an obstacle, your first instinct is to wrestle it, even if the obstacle in question is not conventionally wrestle-able, like a dragon, an ooze, or an awkward conversation.



  • You can attempt to grapple any creature, regardless of its size.- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.- If you have the Grappler feat, you can choose whether a target grappled by you must make a Strength (Athletics) or Dexterity (Acrobatics) check to escape.

Signature Moves. You learn the following abilities:



  • Foreign Object. You are proficient with improvised weapons, which count as monk weapons for you. Once on each of your turns, you can spend 1 ki point to add half your monk level to the damage of an improvised weapon.

  • - Headbutt of Justice. Once on each of your turns when you miss with an unarmed strike, you can spend 1 ki point to follow it up with a quick headbutt. Make a second unarmed strike against the same target. The damage die of this unarmed strike is 1d8.

    - Infinity Suplex. While you are grappling another creature, you can use your bonus action and spend 1 ki point to end the grapple early by hurling your opponent over your shoulder and slamming them into the ground. Make an attack roll against the creature you are grappling. On a hit, the creature takes bludgeoning damage equal to 2d10 + your Strength modifier and is knocked prone. The grapple then ends.

Baffoon


Taunt. You can use your bonus action to mock a creature within 15 feet of you. If the target can hear you (though it need not understand you), it has disadvantage on the next attack roll it makes against a creature other than you before the end of its next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.


I Meant To Do That. When you roll a 10 or lower on the d20 roll for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Once you use this ability, you can’t use it again until you finish a long rest.


Notes
Heightened Focus
Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
__________________
Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
_____________
Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
_____________________
Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.
____________________
Self-Restoration
Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.
_______________________
In addition, forgoing food and drink doesn’t give you levels of Exhaustion.

OFF THE TOP ROPE
once per turn whenever you fall 5 feet or more immediately before making an unarmed strike, you can choose to either make a stunning strike without expending ki or to knock the target prone and automatically grapple the target on a hit.
Feats

Tough


Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.


Grappler


Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.

Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.

Fast Wrestler. You don’t have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.


Iron Hero


When you are attacked by a creature that has a CR higher than your level, you gain a +2 bonus to your Armor Class.

You have advantage on attack rolls against any creature that has reduced one of your allies to 0 hit points in the last round.

If a hostile creature you can see takes a legendary action, you can use your reaction to intercede, preventing the legendary action from happening. Once you use this ability, you can’t use it again until you finish a short or long rest.




™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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