Riddle
STATS
Class: Monk
Level: 17
Alignment: Chaotic Good
Armor Class: 19 (unarmored defense)
Hit Points: 142 (17d8 + 51)
Speed: 50 ft., fly 50 ft.
Ability Scores:
- Strength: 14
- Dexterity: 20
- Constitution: 16
- Intelligence: 12
- Wisdom: 18
- Charisma: 10
Skills:
- Acrobatics (+11)
- Athletics (+6)
- Insight (+8)
- Perception (+8)
- Stealth (+11)
Senses: Darkvision 60 ft., passive Perception 18
Languages: Common, Aarakocra
Features and Abilities:
- Unarmored Defense: While not wearing armor, Zephyr's AC is calculated as 10 + his Dexterity modifier + his Wisdom modifier.
- Martial Arts: Zephyr's unarmed strikes deal additional damage, and he can make a flurry of blows as a bonus action.
- Ki Points: Zephyr has a pool of 17 ki points that he can spend to fuel various class features, such as Stunning Strike or Step of the Wind.
- Elemental Control: Zephyr can manipulate the winds, gaining resistance to lightning and thunder damage. He can also cast the Gust of Wind spell using ki points.
- Evasion: Zephyr can take half damage from area of effect spells and effects that require a Dexterity saving throw if he succeeds on the save.
- Stillness of Mind: Zephyr can use an action to end one effect on himself that is causing him to be charmed or frightened.