Full Name |
Vitrius Girsen |
Race |
Zendikar Vampire |
Classes/Levels |
Blue Monk 3 | AC 13 | Hp 14/14 | Initiative +1| pPerception 12| Read Thoughts 3/3 |
Gender |
Male |
Size |
M |
Strength |
12 |
Dexterity |
13 |
Constitution |
11 |
Intelligence |
14 |
Wisdom |
14 |
Charisma |
13 |
About Vitrius Girsen
Vitrius Girsen
Male Zendikar Vampire Monk 3
Medium humanoid, Neutral
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Armor Class 13
Hit Points 14 (3d8)
Speed 40 ft.
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STR 12 (+1), DEX 13 (+1), CON 11 (+0), INT 14 (+2), WIS 14 (+2), CHA 13 (+1)
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Saving Throws: Str +3, Dex +3
Skills: Arcana +4, Athletics +3, History +4, Insight +4
Damage Resistances: Necrotic
Senses: Darkvision 60 ft., Passive Perception 12
Languages: Vampiric, Common, Draconic, Primordial
Proficiencies: (+2) Calligraphy Supplies, Simple Weapons, Short Sword
Actions
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Blood Thirst. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 1d6 Necrotic +1 Piercing damage. Necrotic Damage reduces Target Max HP by that amount. If 0, target dies and becomes Null.
Dart. Ranged Weapon Attack: +3 to hit, range 20 ft./60 ft., one target.
Hit: 1d4+1 piercing damage.
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage or 1d8+1 bludgeoning damage if used with two hands to make a melee attack.
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 1d4+1 bludgeoning damage.
Read Thoughts and Emotions. Touch: 3x per day
Dual Nature. Free Action. You have two states of being that you can switch at the beginning of your turn. You can see all the paths your opponent takes. One mode guarantees all hits land and deal critical damage. The other allows you avoid all damage and harmful effects, and redirect them at half potency.
Way of the Open Hand Monk
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Martial Arts- Uses 1d4 for damage and can use DEX or STR.
Unarmored Defense- When wearing no armor, AC= 10+ DEX + WIS bonus.
Ki- 3/short rest, usable to power other abilities
Flurry of Blows- After making an attack, spend 1 Ki to make two Unarmed Attacks as a bonus action.
Patient Defense- Spend 1 Ki to take Dodge bonus action.
Step of the Wind- Spend 1 Ki to take Disengage or Dash bonus action and doubles jump distance.
Unarmored Movement- While unarmored, move increases by 10ft.
Deflect Missile- Reaction to deflect ranged attack by 1d10+4. If reduced to 0, may attack back with +3, 20ft/60ft, costing 1 Ki.
Open Hand Technique- When hit with Flurry of Blows, choose one of the following:
- *DC 12 DEX Save or be knocked prone
- *DC 12 STR Save or be knocked back 15ft.
- *Takes no reactions until end of my next turn.
Gear: Backpack, Bedroll, Blazing Torch, Common Clothes, Faded Blood Blossom, Ink, Ink Pen, Letter from a Friend, Machete (+1), Mess Kit, Pouch, Rations x17, Hempen Rope x50ft, Small Knife, Tinderbox, Torches x10, Waterskin. 4gp, 9sp, 10cp.
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Background:
Sage (Librarian)
Personality Traits- Libraries, Polysyllabic
Ideal- Knowledge
Bond- Ancient Text
Flaw- Secret
Specialty- Researcher- Usually knows where and how to obtain hidden lore.
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Vitrius is not the typical Vampire. Though he is aware of his condition and the responsibility it brings, he is also a logical man at heart and sees his need as a necessary thing for survival. Being brought up as a noble scion did not work well for him and he instead chose to become a Lorekeeper for one of the Great Houses. In order to keep his thirst from overwhelming him, Vitrius has embraced his training as a Lorekeeper, learning how to preserve and protect all knowledge, whether good, evil or indifferent. He spent many an hour poring over old tomes and scriptures and became increasingly interested in Vampire history. Somewhere along the lines he discovered a vile truth about his race's origins. Determined to know more, Vitrius left the library in search of more truth.
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