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Mosi Kulan - AI-generated fantasy Character

Mosi Kulan

Human · Monk (Way of the Long Death) · Level 20 · Criminal

Mosi Kulan

Walter is soft-spoken, observant, and unfailingly formal.
AC18
HP263/263
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 263 · 50 ft.
AlignmentLawful NeutralGenderMaleAge38 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • ConstitutionCON
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Simple weapons,
Shortswords

Tools

Thieves' tools,
Gaming set

Languages

Common,
Mongolian

Features

41 features

Action

  • Death at Close Range

    When When within 5 feet of a creature

    Walter can spend up to 10 ki points to deal 2d10 necrotic damage per ki point to a creature within 5 feet, subject to a Constitution saving throw.

  • Hour of ReapingLevel 6

    As an action, Walter can force each creature of his choice within 30 feet that can see him to make a Wisdom saving throw or become frightened until the end of his next turn.

Bonus action

  • Four-Fang Barrage

    When After taking the Attack action

    Walter spends 1 ki point to make two additional unarmed strikes as a bonus action.

  • Closed Circuit

    When On his turn

    Walter spends 2 ki points to take the Dodge action as a bonus action.

  • Wolf-Step

    When On his turn

    Walter spends 1 ki point to Dash or Disengage as a bonus action, and his jump distance is doubled for the turn.

  • Martial ArtsLevel 1

    Walter can use Dexterity instead of Strength for monk weapon and unarmed strike attacks. His unarmed strikes deal 1d10 damage at 20th level, and he can make an unarmed strike as a bonus action after attacking with an unarmed strike or monk weapon.

  • Unarmored MovementLevel 2

    His speed increases by 20 feet while unarmored and without a shield. He can also use Step of the Wind to Dash or Disengage as a bonus action, and his jump distance doubles when used.

Reaction

  • Fang Catch

    When When hit by a ranged weapon attack

    Walter can use a reaction to reduce ranged weapon damage by 1d10 + 28, catching the missile if the damage is reduced to 0.

  • The Eighth Refusal

    When When reduced to 0 hit points

    Walter can spend 1 ki point to remain at 1 hit point instead of dropping to 0 hit points.

Always on

  • Fangs of Taito

    When When Walter takes the Attack action

    Walter makes two attacks with his fangs as part of the Attack action, with each unarmed strike dealing 1d10 + 8 bludgeoning damage before other modifiers.

  • Taito Lock

    When After hitting with a melee attack

    Walter spends 1 ki point after hitting with a melee weapon attack to force a Constitution saving throw against ki save DC 19 or stun the target.

  • Unarmored DefenseLevel 1

    While unarmored and not wielding a shield, Walter's AC equals 10 + his Dexterity modifier. His extreme physical control gives him AC 18 under this character build's specified calculation.

  • KiLevel 2

    Walter has 20 ki points, regained after a short or long rest. Ki powers Flurry of Blows, Patient Defense, Step of the Wind, and other monk features. His ki save DC is 19.

  • Monastic TraditionLevel 3

    Walter follows the Way of the Long Death, a tradition focused on studying fear, mortality, and the exact instant life becomes death.

  • Touch of DeathLevel 3

    When Walter reduces a creature within 5 feet to 0 hit points, he gains temporary hit points equal to 5 + his Wisdom modifier, or 10 temporary hit points with his current Wisdom.

  • Deflect MissilesLevel 3

    When Walter is hit by a ranged weapon attack, he can use his reaction to reduce the damage by 1d10 + 20 + his Dexterity modifier. If he reduces the damage to 0, he can catch the missile and spend 1 ki point to make a ranged attack with it.

  • Ability Score ImprovementLevel 4

    Walter gains the Ability Score Improvement feature at 4th, 8th, 12th, 16th, and 19th level. His ability scores are already established by the requested concept, so these improvements are represented as exceptional natural ability rather than additional changes.

  • Slow FallLevel 4

    Walter can use his reaction to reduce falling damage by 100 points, allowing him to survive and control falls that would kill ordinary people.

  • Extra AttackLevel 5

    Walter can attack twice, instead of once, whenever he takes the Attack action on his turn.

  • Stunning StrikeLevel 5

    When Walter hits another creature with a melee weapon attack, he can spend 1 ki point to force a Constitution saving throw. On a failure, the target is stunned until the end of Walter's next turn.

  • Ki-Empowered StrikesLevel 6

    Walter's unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.

  • EvasionLevel 7

    Walter takes no damage on a successful Dexterity saving throw against an effect that normally deals half damage, and only half damage on a failed save. He also suffers no damage from successful area-effect Dexterity saves.

  • Stillness of MindLevel 7

    Walter can use his action to end one effect causing him to be charmed or frightened.

  • Unarmored Movement ImprovementLevel 9

    His unarmored movement increases to a total speed of 50 feet. He can also move along vertical surfaces and across liquids during his turn without falling during the movement.

  • Purity of BodyLevel 10

    Walter is immune to disease and poison.

  • Tongue of the Sun and MoonLevel 13

    Walter can understand all spoken languages, and any creature that understands a language can understand his speech.

  • Diamond SoulLevel 14

    Walter gains proficiency in all saving throws. If he fails a saving throw, he can spend 1 ki point to reroll it and must use the new result.

  • Timeless BodyLevel 15

    Walter no longer suffers the frailty of old age, cannot be magically aged, and no longer needs food or water.

  • Unarmored Movement ImprovementLevel 18

    Walter can move along vertical surfaces and across liquids during his turn without falling, and his unarmored movement allows him to cross any distance that his 50-foot speed can cover.

  • Empty BodyLevel 18

    Walter can spend 4 ki points to become invisible for 1 minute and gain resistance to all damage except force damage. He can also spend 8 ki points to cast Astral Projection without material components.

  • Perfect SelfLevel 20

    When Walter rolls initiative and has no ki points remaining, he regains 4 ki points.

  • Way of the Long Death: Touch of DeathLevel 3

    When Walter reduces a creature to 0 hit points, he gains 10 temporary hit points. These temporary hit points can accumulate only according to normal temporary hit point rules.

  • Way of the Long Death: Hour of ReapingLevel 6

    Walter can frighten nearby creatures with an overwhelming display of controlled menace, forcing creatures within 30 feet that can see him to make a Wisdom saving throw.

  • Way of the Long Death: Mastery of DeathLevel 11

    When Walter would be reduced to 0 hit points, he can spend 1 ki point to drop to 1 hit point instead. He can do this repeatedly as long as he has ki.

  • Way of the Long Death: Touch of Long DeathLevel 17

    Walter can touch a creature within 5 feet and spend 1 to 10 ki points. The target must make a Constitution saving throw, taking 2d10 necrotic damage per ki point spent on a failure, or half as much on a success.

  • Ability Score IncreaseHuman+1 to all ability scores.
  • SizeHumanMedium, though Walter's exceptional height and build make him tower over most humans.
  • SpeedHuman30 feet before monk features increase it to 50 feet.
  • LanguagesHumanCommon and one additional language.
  • Human AdaptabilityHumanWalter's broad human experience supports his unusual mastery of martial discipline, criminal networks, and social intimidation.
  • Criminal ContactCriminal

    Walter has a reliable network of informants, smugglers, fixers, and discreet officials who can pass messages, arrange introductions, or provide limited criminal assistance. His most trusted contacts are connected to the society of Ouroboros.

Gear

8 items

Weapons

  • Shortsword
    A simple short sword carried discreetly, used only when Walter's hands are insufficient or when a mission requires ceremonial steel.
  • Light crossbow and bolts
    A light crossbow with 20 bolts, retained as part of his former enforcement kit.

Tools

  • Gaming set
    A small set of loaded dice used to establish credibility in criminal circles and to conceal tiny messages in hollowed pieces.

Gear

  • Modern black suit
    A formal black suit with white piping, reinforced at the shoulders and joints, worn as Walter's chosen equivalent of monastic robes.
  • Burglar's pack
    A burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, tinderbox, and a waterskin.
  • Dark common clothes
    A set of dark, unmarked clothing used for surveillance and covert work.
  • Ouroboros enforcer token
    A signet-like Ouroboros token bearing the number 8, kept hidden inside his jacket lining.

Purse

  • 15×
    Gold pieces
    A small pouch of coins, official bribes, and emergency expenses.

Appearance

Walter is a 2.5-meter-tall human with an immense, carefully conditioned frame, broad shoulders, a narrow waist, and the controlled posture of someone who treats every movement as deliberate. His short orange hair is kept close and neat. He wears sharply tailored modern black suits with crisp white edging, polished black shoes, black gloves when conducting official business, and small black sunglasses that remain on his face indoors and at night. His presence fills doorways and makes nearby furniture look undersized. He has no obvious scars or missing features, but his knuckles are unusually dense and blunt from years of striking training, and his fingertips constantly check the alignment of his cuffs, collar, and sunglasses.

Mannerisms

Walter adjusts his cuffs before answering difficult questions, checks the bridge of his sunglasses with one finger when someone lies, and waits one full breath before entering any room. He stands too close without realizing it, not to threaten people but because ordinary conversational distance feels absurdly far away to him.

Personality

Walter is soft-spoken, observant, and unfailingly formal. He treats clothing, movement, and promises as forms of discipline. He rarely raises his voice because he has learned that silence makes people reveal more than intimidation does. Despite his intimidating appearance, he is unexpectedly patient with children, service workers, and anyone trying honestly to improve.

Ideals

Control is mercy. Power should be used with precision, never indulgence, and the strongest person in the room is responsible for making sure everyone else survives it.

Bonds

The Taito school is both his inheritance and his indictment. He protects its students from being consumed by the same machinery that shaped him. He also keeps one sealed Ouroboros ledger, containing the names of people Walter failed to save and the orders that condemned them.

Flaws

Walter believes that if he stops controlling every detail, the people around him will pay the price. He is slow to forgive weakness in himself and sometimes mistakes obedience for trust. When confronted with evidence that Ouroboros can never be redeemed, he may still hesitate, because destroying it would also destroy the only structure that gave his terrible past a shape.

Quirks

He names every serious unarmed strike after a different kind of fang, though he never explains the naming system.
He keeps one coin from every major Ouroboros operation and arranges them by year in a private box.
He silently counts doorways, windows, and exits whenever he enters a building.
He drinks tea from extremely small cups, insisting that larger cups encourage careless pouring.

Background

Walter was born among ordinary city folk, but even as a child he was too large for ordinary rooms and too quiet for ordinary games. He found discipline in the Taito school, an austere martial tradition that taught him to make his body a sealed weapon. The school called the hands fangs, because a trained strike should not merely hit, it should close around an opponent's certainty and tear it apart. Walter mastered the art by refusing spectacle. He learned to stand motionless until the exact instant motion became inevitable, then cross the distance with frightening economy. His history became darker when the Taito school was used as a recruiting ground by Ouroboros, a hidden society that turns skilled people into instruments of leverage, punishment, and disappearance. Walter became Enforcer Number 8, a designation spoken in whispers by those who survived his assignments. He eventually discovered that one of his earliest missions had been engineered to destroy the last people who still considered him family. Rather than flee, Walter remained inside Ouroboros, quietly redirecting its violence and dismantling its worst operations from within. He now travels as a polished professional, appearing to be a bodyguard, negotiator, or unusually intimidating businessman. In truth, he is searching for the society's founder while deciding whether Ouroboros can be purified or must be ended completely.

“He found discipline in the Taito school, an austere martial tradition that taught him to make his body a sealed weapon.”
From their backstory
Background
Criminal

Connections

Species

Human

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