Long Org
Long Org
Sheet
AC 17 · HP 84 · 50 ft.Saving throws
Skills
- AcrobaticsDEX
- InsightWIS
- IntimidationCHA
- MedicineWIS
- ReligionINT
Weapons
Tools
Languages
Features
18 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Stillness of MindLevel 7
You can use an action to end one disease or one condition on yourself that is causing you to be charmed or frightened.
- Wholeness of BodyLevel 6
You can use your action to regain hit points equal to three times your monk level. Once you use this feature, you cannot use it again until you finish a short or long rest.
Bonus action
- Martial ArtsLevel 1
You are a master of martial arts, and your training gives you special benefits while you are unarmed or wielding monk weapons. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons, and 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 a monk weapon on your turn, you can make one unarmed strike as a bonus action.
- AggressiveOrcAs a bonus action, you can move up to your speed toward a hostile creature that you can see.
Reaction
- Deflect MissilesLevel 3
You can use your reaction to reduce the damage from a ranged weapon attack by 1d10 + your Dexterity modifier + your monk level, provided you have a free hand. If you reduce the damage to 0, you can spend 1 ki point to catch the missile and throw it back.
Always on
- 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 a pool of ki points equal to your monk level. You can spend these points to fuel special techniques, such as Flurry of Blows, Patient Defense, and Step of the Wind. Your ki save DC equals 8 + your proficiency bonus + your Wisdom modifier.
- Unarmored MovementLevel 2
Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
- Slow FallLevel 3
You can slow a fall by reducing falling damage by five times your monk level.
- Open Hand TechniqueLevel 5
When you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects: it must succeed on a Strength saving throw or be knocked prone, it must succeed on a Dexterity saving throw or be pushed up to 15 feet away from you, or it cannot take reactions until the end of your next turn.
- Ki-Empowered StrikesLevel 6
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Unarmored Movement ImprovementLevel 9
You can move along vertical surfaces and across liquids on your turn without falling during the move.
- Purity of BodyLevel 10
Your body and spirit are exceptionally hard to corrupt. You are immune to disease and poison.
- DarkvisionOrcYou 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.
- Powerful BuildOrcYou count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- MenacingOrcYou gain proficiency in the Intimidation skill.
- DiscoveryHermit
You gained or discovered a profound piece of lore during your years of seclusion, hidden knowledge that can help explain a mystery, reveal a lost truth, or point toward the next step in a larger quest.
Gear
7 itemsWeapons
- ShortswordA versatile monk weapon carried more as a reminder of discipline than for violence.
- 10×DartsA set of small balanced throwing weapons used for practice and for precise strikes.
Tools
- Herbalism KitA set of tools for gathering, preparing, and understanding herbs.
Gear
- Explorer's PackA travel pack containing the essentials for an independent wanderer.
- Scroll Case of NotesA case containing notes and reflections from years of solitary contemplation.
- Winter BlanketA thick blanket suited for sleeping in cold mountain nights.
- Common ClothesPlain clothes suitable for a life of quiet travel and meditation.
Appearance
An extremely tall orc with green skin, red eyes, and a shaved head except for a black ponytail tied at the crown. He wears an orange tunic that stands out against his powerful frame, and his posture is calm, upright, and almost gentle. Despite his intimidating build and heavy brow, his face is often serene, his hands relaxed, and his movements precise, controlled, and quiet.
Mannerisms
He speaks in a soft, measured voice, often pausing before answering as though weighing each word for kindness and truth. He bows slightly to strangers, folds his hands when listening, and smiles with surprising warmth even when faced with threats. In moments of tension, he rubs his thumb over the edge of his orange tunic sleeve, a small grounding habit learned during meditation.
Personality
Long Org is calm, patient, and unfailingly polite, with a gravity that makes people lower their voices around him. He treats hospitality as sacred, keeps his promises with near-obsessive care, and prefers de-escalation, confession, or a measured warning before violence. When conflict is unavoidable, he becomes eerily serene, as if each strike is a prayer spoken with the body.
Ideals
Humility, justice, and mercy are not weaknesses, but the highest forms of strength. Every person deserves a chance to become better than their worst day, and a vow is only holy if it is kept when it is difficult.
Bonds
He is devoted to the monk who saved him, and honors the temple's teachings as if they were sacred law. He feels responsible for protecting the weak, especially those who have been enslaved, exiled, or forgotten. He keeps a quiet memorial to his lost family and believes his life must have meaning enough to redeem their suffering.
Flaws
He can be so committed to mercy and lawful conduct that he sometimes hesitates when swift action would be wiser. He takes dishonor personally, especially when he sees slavery, cruelty, or broken vows, and his buried rage can surface in a frightening coldness before he reins it back in. He also struggles to understand jokes that rely on mockery, because laughter, to him, should heal rather than wound.
Quirks
Background
Long Org was born in a remote orcish village where the fires burned warm, the hunts were fair, and laughter mattered as much as strength. That peace ended when an enemy kingdom raided the valley, slaughtered his family, and carried Long away in chains to serve as a slave. Years of hard labor taught him how quickly the world could turn cruel, and the taste of rage became a constant companion. When a sudden attack on the camp created a chance to flee, he ran into the mountains with only his anger and his survival instinct. There, driven half mad by grief, Long attacked a wandering monk who seemed too calm to be real. The monk subdued him without humiliation, listened without judgment, and saw not a beast but a broken son. The monk took him in, gave him the master long discipline of the temple, and taught him humility, generosity, justice, loyalty, laughter, and forgiveness. Long took the lessons to heart with the same intensity he once gave to hatred. When his training was complete, he was sent into the world to live the temple's truths, and he took his teacher's surname, Long, as a vow to carry that mercy wherever he went.
“That peace ended when an enemy kingdom raided the valley, slaughtered his family, and carried Long away in chains to serve as a slave.”
- Background
- Hermit
Connections
Species
Orc
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