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Metathi Asorra - AI-generated fantasy Character

Metathi Asorra

Tabaxi · Monk (Warrior of the Open Hand) · Level 10 · Criminal

Metathi Asorra

Metathi is quick-witted, irreverent, and fiercely compassionate beneath a layer of mockery.
AC14
HP63/63
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 63 · 50 ft., climbing 30 ft.
AlignmentNeutral GoodGenderFemaleAge22 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Simple weapons,
Martial weapons with the Light property,
Unarmed Strikes

Tools

Thieves' Tools,
Woodcarver's Tools,
Disguise Kit,
Calligrapher's Supplies

Languages

Common,
Undercommon

Features

28 features

Action

  • Extra Attack

    When When taking the Attack action.

    Metathi makes two attacks when she takes the Attack action.

Bonus action

  • Flurry of Blows

    When After taking the Attack action, expend 1 Focus Point as a Bonus Action.

    Metathi makes three Unarmed Strikes as a Bonus Action after using her Monk's Focus. On a hit, she can Addle, Push, or Topple the target.

  • Patient Defense

    When As a Bonus Action, expend 1 Focus Point.

    Metathi takes the Dodge action as a Bonus Action and can empower it to damage a nearby creature while gaining Temporary Hit Points.

  • Step of the Wind

    When As a Bonus Action, expend 1 Focus Point.

    Metathi takes the Dash and Disengage actions as a Bonus Action, and her jump distance is doubled for the turn.

  • Martial ArtsLevel 1

    Metathi can use Dexterity instead of Strength for the attack and damage rolls of her Unarmed Strikes and Monk weapons. Her Unarmed Strike damage die is 1d8 at this level. When she makes an Unarmed Strike or attacks with a Monk weapon as part of the Attack action, she can make one Unarmed Strike as a Bonus Action. She can also use Focus Points for Flurry of Blows, Patient Defense, or Step of the Wind.

  • Monk's FocusLevel 2

    Metathi has 10 Focus Points, regains all expended Focus Points when she finishes a Short or Long Rest, and can use Focus features with a Bonus Action. Her Focus options include Flurry of Blows, Patient Defense, and Step of the Wind.

  • Heightened FocusLevel 10

    Metathi's Focus options improve. Flurry of Blows now allows three Unarmed Strikes. Patient Defense lets her gain both Disengage and Dodge as a Bonus Action. Step of the Wind lets her take both Dash and Disengage as a Bonus Action, and her jump distance is doubled for the turn.

Reaction

  • Deflect AttacksLevel 3

    When When hit by an attack roll, use a Reaction.

    Metathi reduces incoming Bludgeoning, Piercing, or Slashing damage by 1d10 + 13 and may redirect the force if the reduction reaches 0 and she spends 1 Focus Point.

Always on

  • Open Hand TechniqueLevel 3

    When When hitting with an attack granted by Flurry of Blows.

    Metathi forces a creature hit by an attack granted by Flurry of Blows to make a Strength or Dexterity saving throw, depending on the chosen technique.

  • Unarmored DefenseLevel 1

    While not wearing armor or wielding a Shield, Metathi's base AC equals 10 + her Dexterity modifier + her Wisdom modifier.

  • Unarmored MovementLevel 2

    Metathi's Speed increases by 20 feet while she is not wearing armor or wielding a Shield.

  • Uncanny MetabolismLevel 2

    Once per Long Rest, when she finishes a Short Rest, Metathi can regain expended Focus Points by rolling her Martial Arts die and regaining a number equal to the roll plus her Wisdom modifier. She can also regain hit points equal to her Monk level by expending a Hit Die during the same rest.

  • Warrior of the Open HandLevel 3

    Metathi can use the Warrior of the Open Hand subclass's techniques and features.

  • Ability Score ImprovementLevel 4

    Metathi gains the Ability Score Improvement feat or another qualifying feat. She chose Skilled, gaining proficiency in Investigation, Athletics, and Disguise Kit.

  • EvasionLevel 7

    When Metathi succeeds on a Dexterity saving throw to take half damage from an effect, she instead takes no damage. On a failed save, she takes half damage.

  • Ability Score ImprovementLevel 8

    Metathi gains the Ability Score Improvement feat or another qualifying feat. She chose Skilled again, gaining proficiency in Religion, Acrobatics, and Calligrapher's Supplies.

  • Acrobatic MovementLevel 9

    Metathi can move along vertical surfaces and across liquids during her turn without falling during the movement.

  • Self-RestorationLevel 10

    At the end of each of her turns, Metathi can remove one of the Charmed, Frightened, or Poisoned conditions from herself. She can also spend 1 Focus Point to end the Poisoned condition and remove the Poisoned condition from herself.

  • Wholeness of BodyLevel 6

    When Metathi uses Patient Defense, she can cause one creature within 5 feet of her to take Force damage equal to two rolls of her Martial Arts die plus her Wisdom modifier if it fails a Constitution saving throw. She also gains Temporary Hit Points equal to two rolls of her Martial Arts die plus her Wisdom modifier when she uses Patient Defense.

  • Creature TypeTabaxiHumanoid.
  • SizeTabaxiMedium or Small, chosen when selected. Metathi is Medium.
  • SpeedTabaxi30 feet walking speed and a climbing speed equal to her walking speed.
  • Cat's ClawsTabaxiHer claws can make Unarmed Strikes that deal 1d6 + Strength modifier slashing damage instead of normal bludgeoning damage.
  • Cat's TalentTabaxiProficiency in Perception and Stealth.
  • DarkvisionTabaxiShe can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, seeing only shades of gray.
  • Feline AgilityTabaxiWhen she moves on her turn in combat, she can double her Speed until the end of that turn. After using it, she cannot use it again until she moves 0 feet on one of her turns.
  • LanguagesTabaxiCommon and Undercommon.
  • AlertCriminal

    Alert. Metathi adds her Proficiency Bonus to Initiative rolls. Immediately after rolling Initiative, she can swap her Initiative with that of a willing ally in the same combat, provided neither creature is Incapacitated.

Gear

11 items

Weapons

  • Spear
    A simple spear suitable for a monk's disciplined fighting style.
  • 5×
    Dagger
    Light thrown blades, useful both in combat and for a former burglar's work.

Tools

  • Thieves' Tools
    Tools used to manipulate locks, traps, and other mechanisms.
  • Woodcarver's Tools
    A chosen artisan tool learned through monk training, used for repairing prayer boxes and small wooden objects.
  • Calligrapher's Supplies
    Tools retained from monastery training for copying prayers and making careful records.
  • Disguise Kit
    A kit for altering her appearance and creating convincing disguises.

Gear

  • Crowbar
    A compact bar for forcing doors, shutters, and crates.
  • 2×
    Pouch
    Small containers for coins, stolen goods, or monastery tokens.
  • Traveler's Clothes
    Durable clothing for travel and urban infiltration.
  • Explorer's Pack
    A pack containing ordinary adventuring supplies.

Purse

  • 16×
    Gold Pieces
    Coins saved from her final monastery stipend and earlier legitimate work.

Appearance

Metathi is a lean, athletic tabaxi woman with charcoal-gray fur, silver markings around her eyes, and a long ringed tail that never seems entirely still. Her amber eyes are sharp and restless, constantly measuring exits, hands, and opportunities. She wears layered monastery wraps beneath a weathered, sleeveless travel coat, with soft-soled boots, red prayer cords around one wrist, and a pair of daggers hidden along her belt. Her claws are carefully filed but still visibly dangerous.

Mannerisms

Metathi keeps her tail wrapped around one ankle when anxious and flicks the tip sharply when annoyed. She taps two claws against her wrist before making a difficult decision, as if counting breaths. She rarely sits with her back to a door, and she calls people by playful nicknames until she decides they have earned their real name.

Personality

Metathi is quick-witted, irreverent, and fiercely compassionate beneath a layer of mockery. She has a rebellious streak that makes her bristle at rigid hierarchy, especially when authority demands obedience without accountability. She collects secrets, maps escape routes out of habit, and treats every conversation like a game of balance and timing. Despite her years of meditation, her thoughts move like a cat chasing candlelight.

Ideals

No one should be sacrificed to preserve a system that failed them. Metathi believes justice must protect the powerless, not merely punish whoever is easiest to catch.

Bonds

The red prayer cord around her wrist belonged to the monastery mentor who sheltered her. Metathi will risk almost anything to defend the monastery, its students, and vulnerable children caught in the orbit of criminal gangs.

Flaws

Metathi mistakes restlessness for freedom and distrusts anyone who offers her unconditional kindness. When confronted with guilt, she becomes sarcastic, reckless, or impossible to pin down. She is terrified that the violence inside her is not a wound but her true nature, so she sometimes refuses the safest course simply to prove she is still in control.

Quirks

She steals small worthless objects from places she visits, then returns them before leaving.
She gives every stray cat a formal title and insists they are her informants.
She meditates while balancing on railings, beams, or narrow walls.
She cannot resist correcting poorly designed locks.
She purrs softly when concentrating and growls when embarrassed.

Background

Metathi Asorra was raised in the crowded backstreets of a city where tabaxi children learned early that nimble fingers could be worth more than honest wages. Gangs noticed her talent almost immediately. She could cross rooftops without disturbing a loose tile, open locks by touch, and improvise a lie before most people had finished asking a question. For years, she served as a runner, lookout, burglar, and occasional enforcer. She told herself that the people she robbed would survive the loss, and that the gang was the closest thing she had to family. That certainty ended during a break-in that went wrong. Cornered by a terrified watchman, Metathi struck out in panic. The blow was meant to escape, not kill, but the man fell badly and never rose. The gangs wanted her hidden, the authorities wanted her hanged, and Metathi wanted nothing more than to claw her own memories out of her skull. She fled at twelve and found refuge in a remote monastery, where the monks taught her breath control, discipline, and the difference between motion and violence. She learned every lesson except peace. After nearly a decade of practice, grief still followed her into meditation, and silence only gave the dead a clearer voice. Now, at twenty-two, Metathi has left the monastery to make her own path. She intends to use the skills that once made her dangerous to protect people who cannot protect themselves, though she has not yet decided whether redemption is something earned, granted, or stolen.

“She could cross rooftops without disturbing a loose tile, open locks by touch, and improvise a lie before most people had finished asking a question.”
From their backstory
Background
Criminal

Connections

Species

Tabaxi

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