Zephyr Pas-De-Lune
Zephyr Pas-De-Lune
Sheet
AC 15 · HP 17 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandSTR
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
14 featuresBonus action
- Flurry of Blows
When After taking the Attack action on his turn
After taking the Attack action, Zephyr spends 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense
When On his turn
Zephyr spends 1 ki point to take the Dodge action as a bonus action.
- Step of the Wind
When On his turn
Zephyr spends 1 ki point to take the Dash or Disengage action as a bonus action, and his jump distance doubles for the turn.
- Martial Arts Strike
When After taking the Attack action with an unarmed strike or monk weapon
Zephyr makes one unarmed strike as a bonus action after using the Attack action with an unarmed strike or monk weapon.
- Martial ArtsLevel 1
While unarmed or wielding only monk weapons, Zephyr can use Dexterity instead of Strength for attack and damage rolls. He can roll a d4 in place of the normal damage of his unarmed strike or monk weapon. When he uses the Attack action with an unarmed strike or monk weapon on his turn, he can make one unarmed strike as a bonus action.
- KiLevel 2
Zephyr gains 2 ki points, regained after a short or long rest. He can spend ki to use Flurry of Blows, Patient Defense, or Step of the Wind. Flurry of Blows allows two unarmed strikes as a bonus action after taking the Attack action. Patient Defense allows Dodge as a bonus action. Step of the Wind allows Disengage or Dash as a bonus action and doubles his jump distance for the turn.
Always on
- Unarmored DefenseLevel 1
While unarmored and not wielding a shield, Zephyr's Armor Class equals 10 + his Dexterity modifier + his Wisdom modifier.
- Unarmored MovementLevel 2
Zephyr's speed increases by 10 feet while he is not wearing armor or wielding a shield.
- DarkvisionTabaxiZephyr can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
- Feline AgilityTabaxiWhen Zephyr moves on his turn in combat, he can double his speed until the end of that turn. He cannot use this trait again until he moves 0 feet on one of his turns.
- Cat's ClawsTabaxiZephyr's claws are natural weapons that deal 1d4 slashing damage on a hit, plus his Strength modifier. His claws also grant a climbing speed of 20 feet.
- Cat's TalentTabaxiZephyr has proficiency in the Perception and Stealth skills.
- LanguagesTabaxiZephyr can speak, read, and write Common and Tabaxi.
- DiscoveryHermit
Zephyr discovered a profound truth during his isolation, a spiritual insight concerning the balance between stillness and motion. He can resume a life of seclusion or join others while continuing to pursue and share the meaning of this revelation. His hermit background also grants proficiency with the herbalism kit.
Gear
8 itemsWeapons
- ShortswordA light, balanced blade suitable for monk training and finesse combat.
- 10×DartSimple ranged weapons used for practice and combat.
Tools
- Herbalism KitA kit containing tools and ingredients for identifying and preparing medicinal herbs.
Gear
- Explorer's PackA backpack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side.
- Scroll Case with NotesA leather-bound case containing Zephyr's notes about his spiritual revelation, medicinal observations, and sketches of plants.
- Winter BlanketA warm blanket used during years of mountain isolation.
- Common ClothesPlain, well-maintained clothing suitable for travel and meditation.
Purse
- 5×Gold PiecesCoins saved from occasional work and gifts from travelers helped by Zephyr.
Appearance
Zephyr is a slender male tabaxi with pale silver fur marked by smoky gray stripes and large amber eyes that seem to catch every movement. His long tail is tipped in black, and a small crescent-shaped scar cuts through the fur above his left brow. He wears loose charcoal-gray monk's robes reinforced with leather wrappings around his forearms and shins. A simple wooden prayer bead bracelet hangs from one wrist, and his movements are quiet, balanced, and unusually graceful.
Mannerisms
Zephyr rarely sits with both feet on the ground. He prefers perching on ledges, railings, or the edges of chairs, and he unconsciously tracks moving objects with his ears and eyes. Before answering a difficult question, he slowly curls and uncurls the fingers of one hand as though testing the air.
Personality
Zephyr is gentle, observant, and quietly amused by the odd habits of other people. He prefers listening to speaking, but once engaged he asks precise questions and remembers surprisingly small details. He is drawn to lonely places and troubled individuals, treating both as invitations rather than warnings.
Ideals
Compassion. Strength has meaning only when it is used to protect those who have less of it. Every living thing deserves the chance to find its balance.
Bonds
He is devoted to the mountain monastery that gave him purpose, and he will risk himself to protect its students, its sacred spring, and the elderly master who trained him.
Flaws
Zephyr's curiosity can overcome his common sense, especially when he notices something glittering, mysterious, or forbidden. He also has difficulty accepting help, believing that needing others means he has failed to embody the discipline his monastery taught him.
Quirks
Background
Zephyr Pas-De-Lune was born beneath the pale glow of a winter moon, in a wandering tabaxi caravan whose members collected stories, curiosities, and beautiful things from every road they traveled. As a young cat, he was fascinated less by treasure than by silence. He would disappear for hours into abandoned shrines, snow-covered hills, and quiet bell towers, listening to the world breathe. Eventually, his wandering brought him to a secluded monastery where an elderly human monk recognized that Zephyr's restless curiosity concealed a rare talent for patience. He spent seven years in the monastery's mountain hermitage, learning to turn feline quickness into disciplined martial movement. During a season of isolation, Zephyr experienced a profound revelation: every creature leaves a wake in the world, and even the smallest act of kindness can redirect the course of many lives. Since then, he has traveled beyond the monastery to aid people threatened by cruelty, disease, and despair. He gathers herbs, listens before he speaks, and treats every journey as both pilgrimage and lesson. Though he still loves shiny objects, secret paths, and unanswered questions, he now seeks them in service of a greater good.
“As a young cat, he was fascinated less by treasure than by silence.”
- Background
- Hermit
Connections
Species
Tabaxi
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