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Veyr-7, the Trail Without Footprints

Warforged · Monk (Way of the Open Hand) · Level 6 · Outlander

Veyr-7, the Trail Without Footprints

Quietly observant and intensely patient, Veyr-7 speaks with deliberate precision and prefers listening to conversation.
AC16
HP51/51
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 51 · 45 ft.
AlignmentNeutral GoodGenderAgenderAgeApproximately 12 years since activation, with an apparent age equivalent to a young adult
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Simple weapons,
Shortswords

Tools

Woodcarver's tools,
One musical instrument

Languages

Common,
Dwarvish

Features

23 features

Action

  • Wholeness of BodyLevel 6

    When On your turn

    Heal yourself for 18 hit points as an action. Once used, recharge after a long rest.

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

Bonus action

  • Flurry of Strikes

    When After taking the Attack action with a monk weapon or unarmed strike

    Make two attacks when taking the Attack action, then make one unarmed strike as a bonus action through Martial Arts.

  • Flurry of Blows

    When After taking the Attack action

    Spend 1 ki point to make two unarmed strikes as a bonus action.

  • Patient Defense

    When On your turn

    Spend 1 ki point to take the Dodge action as a bonus action.

  • Step of the Wind

    When On your turn

    Spend 1 ki point to take the Dash or Disengage action as a bonus action. Your jump distance doubles for the turn.

  • Martial ArtsLevel 1

    Your martial arts training allows you to use Dexterity instead of Strength for unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. When you use the Attack action with an unarmed strike or monk weapon, you can make one unarmed strike as a bonus action.

Reaction

  • Deflect MissilesLevel 3

    When When hit by a ranged weapon attack

    Use your reaction to reduce damage from a ranged weapon attack by 1d10 + 3 + 6. If the damage becomes 0, catch and throw the missile by spending 1 ki point.

Always on

  • Stunning StrikeLevel 5

    When When you hit with a melee weapon attack

    Spend 1 ki point after hitting with a melee weapon attack. The target makes a DC 13 Constitution saving throw or is stunned until the end of your next turn.

  • Open Hand TechniqueLevel 3

    When When hitting with an attack from Flurry of Blows

    When a Flurry of Blows attack hits, force a DC 13 Dexterity saving throw to knock the target prone or push it up to 15 feet, or prevent reactions without a saving throw.

  • Unarmored DefenseLevel 1

    While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

  • KiLevel 2

    You gain 6 ki points, which fuel special monk abilities. You regain all expended ki when you finish a short or long rest. Ki abilities include Flurry of Blows, Patient Defense, and Step of the Wind.

  • Unarmored MovementLevel 2

    Your speed increases by 15 feet while you are not wearing armor or wielding a shield.

  • Monastic TraditionLevel 3

    You choose the Way of the Open Hand monastic tradition, gaining its features at 3rd and 6th level.

  • Slow FallLevel 3

    When you use Step of the Wind, your jump distance is doubled for the turn.

  • Ki-Empowered StrikesLevel 6

    Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Constructed ResilienceWarforgedAdvantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and no need to eat, drink, or breathe.
  • Sentry's RestWarforgedDuring a long rest, remain conscious and aware while entering an inactive state for at least six hours.
  • Integrated ProtectionWarforgedYour body has a built-in defensive plating that grants a +1 bonus to Armor Class while you are not wearing armor.
  • Specialized DesignWarforgedGain proficiency in one skill and one tool. This character gains proficiency in Acrobatics and woodcarver's tools.
  • Warforged ResilienceWarforgedYou do not need to sleep, and magic cannot put you to sleep.
  • Ability Score IncreaseWarforgedConstitution increases by 2 and Dexterity increases by 1.
  • WandererOutlander

    You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and natural features you have seen. You can find food and fresh water for yourself and up to five other people each day, provided the land offers suitable resources.

Gear

8 items

Weapons

  • Shortsword
    A simple but well-balanced melee weapon used for disciplined strikes and defensive forms.
  • 10×
    Dart
    Simple thrown weapons, each balanced for rapid deployment.
  • Quarterstaff
    A sturdy walking and fighting staff, marked with notches recording miles traveled.

Tools

  • Hunting Trap
    A practical device used to capture small or medium game.

Gear

  • Explorer's Pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other adventuring necessities.
  • Trophy from a Previous Kill
    A preserved claw from a great marsh cat, taken during Veyr-7's first independent hunt.
  • Traveler's Clothes
    Plain, durable clothing suited to travel through wilderness and settlements.

Purse

  • 10×
    Gold Pieces
    Coin kept in a stitched leather pouch.

Appearance

A tall, lean warforged assembled from dark ironwood, brushed steel, and weathered bronze. Pale blue crystals glow behind narrow eye slits, and old trail markings are carved into the plates of the forearms. A faded green scarf is wrapped around the neck, while strips of leather hold small feathers, teeth, and polished stones collected from the wilderness. The joints are quiet and carefully maintained, giving the construct an almost unnerving grace in motion.

Mannerisms

Veyr-7 pauses before answering questions, as though consulting an internal map. It silently measures distances with its fingers, turns its head toward distant sounds before anyone else notices them, and cleans its joints with a strip of oiled cloth after every fight.

Personality

Quietly observant and intensely patient, Veyr-7 speaks with deliberate precision and prefers listening to conversation. It has developed a dry, understated sense of humor and shows affection by repairing equipment, preparing food, or silently taking the most dangerous watch. Though built as a weapon, it is fascinated by living things and tries to understand emotion through patterns of behavior.

Ideals

Balance. The wilderness is neither cruel nor kind. It simply is, and wisdom comes from learning how to move through it without trying to dominate it.

Bonds

Veyr-7 still carries the broken insignia of the lost expedition and believes at least one member of the company may have survived. It will cross any distance to find the truth and bring the forgotten dead home.

Flaws

Veyr-7 treats every unfinished order as a moral failure, even when obeying it would be foolish or dangerous. It has difficulty accepting praise, comfort, or uncertainty, and can become coldly obsessive when a mystery involves its former expedition.

Quirks

Records the names of every river it crosses on the inside of its left forearm.
Collects unusual stones and assigns each one a remembered sound.
Refers to campfires as temporary suns.
Practices balancing on narrow branches whenever it is forced to wait.
Whistles a three-note signal whenever it detects danger, even if no allies are nearby.

Background

Veyr-7 was built for a military expedition that never returned from the deep wilderness. Its creators intended it to serve as a pathfinder, carrying supplies through hostile terrain and protecting soldiers from ambush. When the expedition vanished, Veyr-7 remained alone among the ruins, following its final orders long after the voices that issued them had fallen silent. Years of rain, moss, and silence changed the construct. It began studying animal tracks, wind patterns, and the rhythm of rivers, gradually replacing battlefield commands with a different discipline, one based on patience and balance.

“Its creators intended it to serve as a pathfinder, carrying supplies through hostile terrain and protecting soldiers from ambush.”
From their backstory
Background
Outlander

Connections

Species

Warforged

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