Lee Sin, the Blind Monk (5e Creature)

From D&D Wiki

Jump to: navigation, search

Lee Sin, the Blind Monk[edit]

Medium humanoid (human), lawful neutral


Armor Class 18 (deflection)
Hit Points 208 (20d8+128)
Speed 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 25 (+7) 18 (+4) 10 (+0) 24 (+7) 9 (-1)

Saving Throws Str +12, Dex +14, Con +11, Int +7, Wis +14, Cha +6
Skills Acrobatics +14, Athletics +12, Insight +14, Intimidation +6, Medicine +14, Perception +14, Religion +7
Condition Immunities Blinded
Senses blindsight 60 feet, passive Perception 26
Languages Common (All dialects)
Challenge 21 (33,000 XP)


Channeled Spirit. Lee Sin adds his Wisdom modifier to damage with his unarmed strikes (already added). Additionally, his attacks are considered magical for the purposes of overcoming damage resistances and immunity.

Blindness is no impairment. Lee Sin possesses insight into the natural energies within himself and others near him. If a living creature is within the range of his blindsight, Lee Sin is aware of physical handicaps, injuries, or other impaired abilities (i.e. a weak heart, twisted spine, knee injury that is still healing, etc.). Hindrances from armor or weapons are not necessarily included in this knowledge unless it blocks the person's ki from flowing normally. Whether Lee Sin uses this information or not is purely situational; he is not known to exploit weaknesses if the opponent is unworthy of such punishment.

ACTIONS

Multiattack Lee Sin makes three unarmed strikes. Whenever Lee Sin uses Sonic Wave/ Resonating Strike, Safeguard/ Iron Will, or Tempest/ Cripple he can make two unarmed strikes immediately after, but they must be to the same target and to a maximum of three unarmed strikes each turn. Dragon's Rage is an Unarmed Strike for the purposes of counting attacks.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (1d10 + 16) bludgeoning damage.

Sonic Wave. Ranged weapon attack. +16 to hit, range 30 ft., one target. Hit: 13 (3d8) thunder damage and the target cannot gain the benefit of cover or concealment from Lee Sin until the beginning of Lee Sin's next turn. Lee Sin can move up to 40 feet as a bonus to a target struck by Sonic Wave until the end of his turn.

Safeguard/ Iron Will. Lee Sin can move up to 15 feet in a straight line to an unoccupied space adjacent to an allied creature, gaining 11 (2d10) temporary hit points until the beginning of his next turn. If this movement ended adjacent to an ally, they gain the same amount of temporary hit points. While Lee Sin has temporary hit points from this ability, his Unarmed Strikes heal him for 12 (1d6 + 9) Hit Points.

Tempest/ Cripple. Lee Sin strikes the ground, sending his ki as a seismic wave. Creatures on the ground within 15 feet of Lee Sin make a DC 18 Constitution saving throw. Creatures that fail take 20 (2d10 + 9) bludgeoning damage and have their movement speed reduced by 5 feet until the end of their next turn. Creatures that succeed take half damage and do not have their movement reduced.

Dragon's Rage (Recharge 6). Melee Unarmed Strike (kick). +16 to hit, reach 5 ft., one target. Hit: 32 (3d10 + 16) and the target must succeed on a DC 18 Strength saving throw or be thrown 30 feet in a straight line, the direction being Lee Sin's choosing depending on where he struck the target.

REACTIONS

Resonating Strike. Lee Sin can move up to 40 feet as a reaction to a target struck by Sonic Wave until the beginning of his next turn.

LEGENDARY ACTIONS

The Blind Monk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Blind Monk regains spent legendary actions at the start of its turn.

LeeSin_0.jpg
[1]

Among the many spirits Ionians revere, none are as storied as that of the dragon. While some believe it embodies ruin, others view it as a symbol of rebirth. Few can say for certain, and fewer still have ever been able to channel the dragon’s spirit, and none so completely as Lee Sin.

He arrived at the Shojin monastery as a boy, claiming the dragon had chosen him to wield its power. The elder monks saw flashes of its fire in the talented child, but also sensed his reckless pride, and the disaster it could bring. Warily, they nonetheless took him as a pupil—though, as others advanced, the elders kept him cleaning dishes and scrubbing floors.

Lee Sin grew impatient. He longed to fulfill his destiny, not waste time on chores.

Sneaking into the hidden archives, he found ancient texts describing how to call upon the spirit realm, and chose to flaunt his skill during a combat lesson. Brashly, he unleashed the dragon’s rage in a wild kick, paralyzing his learned instructor. Consumed with shame and banished for his arrogance, the young man set out to atone.

Years passed. Lee Sin wandered far, to distant places, benevolently aiding those in need. Eventually he reached the Freljord, where he met Udyr, a wildman who channeled the primal beasts of his homeland. The so-called Spirit Walker struggled to control the powers that warred within him, and Lee Sin began to wonder if controlling the dragon was even possible. Sharing a need for spiritual guidance, the two men forged a bond, and he invited Udyr on his journey back home.

The two were dismayed to hear that the empire of Noxus had invaded and occupied Ionia. Monks from every province had fallen back to defend the holy monastery at Hirana, high up in the mountains.

Lee Sin and Udyr found it besieged. Noxian soldiers had broken through to Hirana’s great hall. As Udyr leapt to join the fray, Lee Sin hesitated, seeing his former peers and elders fall to the enemy’s blades. The wisdom of Hirana, Shojin, so much of Ionia’s ancient culture—all would be lost.

With no other choice left, he invoked the dragon spirit.

A tempest of flames engulfed him, searing his skin and burning the sight from his eyes. Imbued with wild power, he crippled the invaders with a flurry of breakneck punches and rapid kicks, the untamable spirit flaring brighter and hotter with each blow.

The monks were victorious, but Lee Sin’s desperate actions left the monastery in ruins, and his vision would never return. At last, in the blind darkness, he understood that no mortal could ever bend the might of the dragon spirit to their will completely. Devastated, agonized, he bound a cloth over his sightless eyes and tried to stagger away down the mountain paths.

But the surviving elders stopped him. In forsaking all desire for power, their disgraced pupil was finally ready to begin anew. Although they would not forget his previous arrogance, the monks offered absolution: the dragon’s wrath was deadly and unpredictable, true enough, but the humblest and worthiest mortal souls could counter its fiery nature, and direct it from time to time.

Gratefully, Lee Sin stayed with the monks to rebuild their monastery, and after the work was done and the Spirit Walker returned to the Freljord, Lee Sin devoted himself fully toward the pursuit of enlightenment.

In the years since the war with Noxus ended, he has continued to meditate on his role in Ionia. Knowing his homeland has not faced the last of its trials, Lee Sin must master himself, and the dragon spirit within, to face whatever foe is yet to come.


"We do what we must."

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the League of Legends franchise, and/or include content directly affiliated with and/or owned by Riot Games. D&D Wiki neither claims nor implies any rights to League of Legends copyrights, trademarks, or logos, nor any owned by Riot Games. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: