Yrrk
Yrrk
Sheet
AC 16 · HP 54 · 45 ft., fly 50 ft.Saving throws
Skills
- AcrobaticsDEX
- InsightWIS
- MedicineWIS
- ReligionINT
- StealthDEX
Weapons
Tools
Languages
Features
24 featuresAction
- Extra Attack and Stunning StrikeLevel 5
You can attack twice whenever you take the Attack action. Your Stunning Strike can force a Constitution save when you hit with a melee weapon attack, spending 1 ki point to potentially stun the target until the end of your next turn.
- Stillness of MindLevel 7
You can use your action to end one charm or frighten effect on yourself.
Bonus action
- Martial ArtsLevel 1
You can use Dexterity instead of Strength for monk weapons and unarmed strikes, and your unarmed strikes deal 1d6 damage at level 10. You can make one unarmed strike as a bonus action after attacking with a monk weapon or unarmed strike.
Reaction
- Deflect MissilesLevel 3
As a reaction when hit by a ranged weapon attack, reduce the damage by 1d10 + Dexterity modifier + monk level. If you reduce the damage to 0, you can catch the missile and spend 1 ki point to make a ranged attack with it.
Always on
- Topple
When Spend 1 ki point with Flurry of Blows
The target must succeed on a Strength saving throw or be knocked prone after being hit by your Flurry of Blows attack.
- Push Away Control
When Spend 1 ki point with Flurry of Blows
The target cannot take reactions until the end of your next turn after being hit by your Flurry of Blows attack.
- Drive Back
When Spend 1 ki point with Flurry of Blows
The target is pushed up to 15 feet away from you after being hit by your Flurry of Blows attack.
- Unarmored DefenseLevel 1
While you are not wearing armor or wielding a shield, your Armor Class equals 10 + Dexterity modifier + Wisdom modifier.
- KiLevel 2
You gain 10 ki points, which you can spend to fuel monk techniques. Your ki save DC is 8 + proficiency bonus + Wisdom modifier.
- Unarmored MovementLevel 2
Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus improves to 15 feet at level 6 and 20 feet at level 10.
- Monastic TraditionLevel 3
You gain your monastic tradition, choosing the Way of the Open Hand.
- Open Hand TechniqueLevel 3
When you hit with the extra attack from Flurry of Blows, you can force the target to make a Strength save or be knocked prone. You can also choose to prevent it from taking reactions, or push it away on a failed save, all tied to your Flurry of Blows hits.
- Slow FallLevel 4
You can negate falling damage as though you were always falling with your body under perfect control.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or a feat.
- Ki-Empowered StrikesLevel 6
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement or a feat.
- EvasionLevel 7
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a success and only half damage on a failure.
- Purity of BodyLevel 10
Your body is purified by discipline and ki. You gain immunity to disease and poison.
- TraitAarakocraAbility Score Increase, +2 Dexterity and +1 Wisdom
- TraitAarakocraFlight, walking speed 25 feet and flying speed 50 feet
- TraitAarakocraTalons, your unarmed strikes can deal 1d4 slashing damage with your feet
- TraitAarakocraNatural Navigator, you can always determine north and the number of hours left before sunset
- TraitAarakocraLanguages, you can speak, read, and write Common and Auran
- DiscoveryHermit
The solitude of years spent in contemplation left Yrrk with a discovery, a private truth about balance, healing, and the quiet ways of the world. She can usually find a place of rest, a knowledgeable recluse, or a hidden sanctuary connected to that insight.
Gear
8 itemsWeapons
- ShortswordA simple melee weapon favored by monks, used here as a light training blade and walking tool.
- 10×DartsSmall balanced throwing darts for practice and ranged attacks.
Tools
- Herbalism KitA kit of herbs, roots, and simple remedies used to brew soothing teas and salves.
Gear
- Explorer's PackA pack with travel gear, bedroll, rations, and adventuring supplies.
- Scroll CaseA container of notes, prayers, and dried tea recipes from Yrrk's years of solitude.
- Winter BlanketA warm blanket kept from her hermitage.
- Common ClothesPlain travel clothing suitable for a wandering ascetic.
Purse
- 5×Gold PiecesA small amount of starting money saved from a life of humble devotion.
Appearance
A young aarakocra woman with soft cloud-white feathers tipped in pale gold, bright amber eyes, and a slim athletic frame wrapped in simple monastery robes and a tea-stained sash. She keeps a small satchel of dried herbs, a lacquered tea tin, and prayer beads woven from river reeds.
Mannerisms
She speaks softly and pauses often, as if listening for the shape of an answer before she chooses her words. When anxious, she folds her wings close, rubs her thumb over her tea cup handle, and offers someone a biscuit or herbal infusion without realizing she is doing it.
Personality
Gentle, attentive, and quietly brave, Yrrk is the sort of companion who notices who has not eaten, who has not slept, and who is pretending to be fine. She is shy in crowds, but becomes serene and focused the instant someone is in danger.
Ideals
Balance. The world survives by tension and harmony in equal measure. She believes mercy, restraint, and decisive force are not opposites, but partners that keep one another honest.
Bonds
She treasures the monastery that raised her, and sends herbs, tea leaves, and recovered relics back whenever she can. She feels responsible for anyone who accepts her food or drink, as if hospitality creates a sacred promise she must honor.
Flaws
She apologizes too quickly, even when she has done nothing wrong, and may hesitate at the worst possible moment if she thinks violence can still be avoided. Her compassion can blind her to manipulation, especially from anyone who seems hungry, hurt, or lonely.
Quirks
Background
Yrrk hatched high in a cliffside cloister where the monks taught that every storm eventually becomes rain, and every wound eventually asks for gentleness. She was shy from the start, but not distant. She listened more than she spoke, carried warm tea to the tired, and quietly learned that nourishing others could be a form of prayer. When the elders noticed that her feet were quickest in the training yard and her hands steadiest in the infirmary, they stopped treating those gifts as separate things. She learned that a calm breath, a measured strike, and a cup of herbs could all serve the same purpose, restoring balance where chaos had taken hold. As she grew, Yrrk followed an old hermit path into the mountains to study stillness in earnest. There she discovered that peace was not weakness and that mercy sometimes meant meeting violence with perfect control. She returned to the world with a pilgrim's satchel, a monk's discipline, and an almost disarming habit of offering food and tea before introductions. Though she prefers to soothe rather than command, she has become a formidable martial artist, one who believes every blow should be deliberate, every silence should matter, and every companion should be fed before they are asked to fight.
“She listened more than she spoke, carried warm tea to the tired, and quietly learned that nourishing others could be a form of prayer.”
- Background
- Hermit
Connections
Species
Aarakocra
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