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Thread: Joris

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    Default Joris

    Joris
    Small humanoid, Neutral Good


    Armor Class 25 (Blinding Speed)
    Hit Points 190 (20d8+100)
    Speed 100'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    16 (+3) 30 (+10) 20 (+5) 20 (+5) 24 (+7) 20 (+5)


    Saving Throws Strength +9, Dexterity +16
    Skills Athletics +9, Acrobatics +22, Stealth +22, Perception +11, Persuasion +11, Performance +11
    Damage Resistances Bludgeoning, Piercing, and Slashing Damage
    Condition Immunities Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
    Senses Truesight 60', Darkvision 120', Passive Perception 21
    Languages Common, many others
    Challenge 25



    Evasion-Joris takes no damage from any save for half effects on a save, and half on a failed save.

    Blinding Speed-Joris is so fast, he is able act three times, at three separate initiative counts. In addition, so long as he is able to move, he has +5 bonus to his AC and opportunity attacks against him have disadvantage. Finally, he can climb walls, including ceilings, as well as cross liquids and even travel through the air without any penalty to his speed. He must, however, end his turn on a solid surface or he will fall.

    Ki-Joris has 30 points of Ki, that recharge on a short rest. In addition, all his attacks count as magical.

    Stunning Strike-Without expending an action, Joris may force an opponent he has just struck to make a DC 21 Constitution saving throw or become stunned until the end of his next turn. This costs one point of Ki.

    Actions


    Unarmed Strike Melee Natural Attack: +16 to hit, reach 5', one target. Hit: 1d12+10 damage.

    Extra Attack 3 Joris makes four Unarmed Strikes or other attack actions.

    Bonus Actions


    Martial Arts Joris makes two Unarmed Strikes.

    Flurry Of Blows Joris spends a point of Ki and makes four Unarmed Strikes. Each one that hits can force one of the following effects on an opponent:
    -DC 21 Dexterity saving throw or be knocked prone
    -DC 21 Strength saving throw or be pushed back 15'
    -DC 21 Wisdom saving throw or be unable to take reactions until the start of Joris's next turn

    Patient Defense Joris spends a point of Ki, takes the Dodge action, and makes a single Unarmed Strike.

    Step Of The Wind Joris spends a point of Ki, takes the Dash or Disengage action, and makes a single Unarmed Strike.




    Challenge analysis:

    Defensively, he has 190 HP, for CR 8. But his AC of 25 ups that by 5, and I'll add three for his various defensive options. CR 16 Defensively.

    Offensively, he has up to 8 attacks, at +16, dealing 16.5 damage each. That's 132 damage, for CR 20, but he has a +16 rather than +10, for CR 23.

    Averaged out, that's CR 20. Seems reasonable.


    Woops, forgot he had three turns. That's 396 damage, for CR 34. Average that with CR 16 defensively, he's CR 25. Seems legit.

    He's a glass cannon, though. Kill him fast or die hard.
    Last edited by JNAProductions; 2016-07-12 at 07:31 PM.
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