Spectre
Spectre
Sheet
AC 20 · HP 203 · 60 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
27 featuresAction
- Whirlwind AttackLevel 11
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
- Empty BodyLevel 18
You can use your action to spend 4 ki and become invisible for 1 minute. During this time, you have resistance to all damage except force damage. You can also spend 8 ki to cast the astral projection spell without material components.
- Fluid FocusLevel 17
You can use an action to enter a state of automatic focus. While active, Deflect Missiles requires no action, you have advantage on Dexterity-based attacks, disadvantage applies to melee attacks against you, and you gain the benefits of the Alert feat. You have advantage on Dexterity checks and saving throws, your movement speed is doubled, your jump distance is tripled, and attacks that hit you may be negated by an unmodified d20 roll that meets or exceeds the opponent's unmodified attack roll. You make four attacks with the Attack action and four attacks with Flurry of Blows. Nothing in this form requires ki. You regain all ki when entering the state, lose 1 ki at the end of each round, and if you have no ki remaining, you must make a Constitution saving throw each round. On a failure, the state ends, you gain 4 levels of exhaustion, and take 10d10 necrotic damage.
Bonus action
- Martial Arts Strike
When After taking the Attack action with an unarmed strike or monk weapon.
Make one additional unarmed strike as a bonus action after using the Attack action with an unarmed strike or monk weapon.
- Flurry of Blows
When After taking the Attack action.
Make two additional unarmed strikes. These attacks can be made with advantage by spending 1 ki.
- Step of the Wind
When On your turn.
Take the Disengage or Dash action as a bonus action. Spending 1 ki can amplify the movement, doubling speed and tripling jump distance.
- Patient Defense
When On your turn.
Take the Dodge action as a bonus action. Spending 1 ki can amplify it so that creatures that miss you become vulnerable to retaliatory attacks.
- Martial ArtsLevel 1
You gain proficiency with unarmed strikes and monk weapons. Your unarmed strikes deal 1d10 damage at 20th level, and you can use Dexterity instead of Strength for attack and damage rolls. 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.
Reduce damage from a ranged weapon attack by 1d10 + 25. If reduced to 0, catch the projectile and spend 1 ki to throw it back.
- Slow FallLevel 4
You can use your reaction to reduce falling damage by 100 points.
Always on
- Stunning StrikeLevel 5
When When you hit a creature with a melee weapon attack.
Spend 1 ki after hitting with a melee weapon attack to force a DC 19 Constitution saving throw. On a failure, the target is stunned until the end of your next turn.
- KiLevel 2
You gain 20 ki points, recovered after a short or long rest. Ki powers your Flurry of Blows, Patient Defense, and Step of the Wind, along with other monk abilities. Your ki save DC is 19.
- Unarmored MovementLevel 2
You can move along vertical surfaces and across liquids during your turn without falling during the movement.
- Extra AttackLevel 5
You can make two attacks instead of one when taking the Attack action.
- Ki-Empowered StrikesLevel 6
Your unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
- Ki AmplificationLevel 6
Flurry of Blows, Patient Defense, and Step of the Wind no longer require ki. You can amplify Flurry of Blows with 1 ki to make its attacks with advantage, amplify Patient Defense with 1 ki to make attacks against creatures that miss you, and amplify Step of the Wind with 1 ki to double your movement speed and triple your jump distance.
- Spectral AssaultLevel 11
You gain one additional attack when taking the Attack action and one additional strike when using Flurry of Blows.
- Diamond SoulLevel 14
Your body and mind become exceptionally difficult to control. You gain proficiency in all saving throws. When you fail a saving throw, you can spend 1 ki to reroll it and must use the new result.
- Timeless BodyLevel 15
You no longer suffer the frailty of old age, cannot be aged magically, and no longer need food or water. You can spend 4 ki to cast astral projection without material components, except you cannot take other creatures with you.
- Perfect SelfLevel 20
When you roll initiative and have no ki points remaining, you regain 4 ki points.
- Immortal KiLevel 3
When you reach 0 hit points or would be killed instantly, make a Constitution saving throw with a DC of 10 plus the number of times you have been dropped to 0 hit points. On a success, you regain hit points equal to your monk level plus your Constitution modifier plus 12 hit points per ki spent. On a failure, you may still revive by expending all remaining ki. If you have no ki or choose not to revive, the effect that reduced you to 0 hit points takes effect.
- Ability Score IncreaseHuman+1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language.
- VersatileHumanHumans adapt readily to different cultures and environments.
- City SecretsUrchin
Spectre knows the secret patterns and shortcuts of cities. He can move through urban environments at twice the speed of the general population and can find passages through a city that others would overlook.
Gear
9 itemsWeapons
- QuarterstaffA simple melee weapon suitable for a disciplined martial artist.
- 10×DaggerA simple melee weapon kept as a backup or concealed weapon.
- 10×DartUsed to practice meditation and maintain a monastic routine.
Tools
- Small KnifeA small knife used for cutting food, rope, and other materials.
Gear
- Explorer's PackA basic traveler's pack containing common adventuring supplies.
- Token of a Lost ParentA token from Spectre's childhood, kept as a reminder of the streets that shaped him.
- Common ClothesLoose clothing suitable for sleeping or blending into crowded streets.
- Belt PouchA small pouch containing the limited coins Spectre possessed when he began adventuring.
Purse
- 10×Gold PiecesCoins carried at the start of his adventuring career.
Appearance
Spectre stands six feet two inches tall, with a lean, athletic build shaped by constant movement and combat. His devilishly handsome face is framed by neatly trimmed short brown hair and a day's worth of dark stubble. His sharp eyes possess an unsettling perceptive intelligence. He wears obsidian black sleeveless studded leather armor, matching boots, and a heavy hooded black wool cloak trimmed with black and brown fur, fastened by a silver clasp. His movements are controlled, silent, and unnervingly precise.
Mannerisms
Spectre rarely raises his voice. He adjusts his silver clasp when considering a lie, pauses half a second before answering personal questions, and addresses strangers with polished courtesy that sounds faintly aristocratic. When danger appears, he becomes completely still before moving with sudden, impossible speed.
Personality
Spectre is effortlessly charming, attentive, and polished, making others feel uniquely appreciated even when he reveals almost nothing about himself. Beneath that charm lies an immense reserve of detachment. He is confident without being openly boastful, perceptive to an unnerving degree, and speaks with the smooth cadence of a well-educated British aristocrat. He treats emotion as real and important, but never allows it to dictate his actions.
Ideals
Order is not the enemy of freedom. It is the structure that prevents the strong from devouring the helpless.
Bonds
The hidden children of every city are under his protection, whether they know it or not.
Flaws
He believes that nearly every person can be understood, predicted, and manipulated. When someone proves him wrong, his calm detachment becomes cold obsession.
Quirks
Background
Spectre remembers the city before he remembers his parents. He grew up beneath market stalls, in abandoned bell towers, and among the forgotten service tunnels beneath noble estates. As an urchin, he learned that hunger was a teacher, silence was armor, and every city possessed a hidden language of doors, rooftops, gutters, and guarded glances. He survived by stealing food and secrets, eventually drawing the attention of a wandering monastic order that recognized something unusual in him. Their discipline transformed his instinctive evasions into a philosophy of motion, restraint, and exact consequence.
“He grew up beneath market stalls, in abandoned bell towers, and among the forgotten service tunnels beneath noble estates.”
- Background
- Urchin
Connections
Species
Human
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