Pyro Monk (5e Creature)

From D&D Wiki
Jump to navigation Jump to search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Mortal Kombat franchise, and/or include content directly affiliated with and/or owned by Warner Bros.. D&D Wiki neither claims nor implies any rights to Mortal Kombat copyrights, trademarks, or logos, nor any owned by Warner Bros.. 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

Pyro Monk[edit]

Medium humanoid (any race), any alignment


Armor Class 12
Hit Points 91 (14d8 + 28)
Speed 30 ft., climb 20 ft., swim 20 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Dex +5
Proficiency Bonus +3
Damage Resistances cold
Senses passive Perception 10
Languages Ignan and any one other
Challenge 8 (3,900 XP)


Heat Skin. A creature that touches the monk or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Innate Spellcasting. The monk's innate spellcasting ability is Charisma (spell save DC 12). The monk can innately cast the following spells, requiring no material components:

3/day each: flame jump, heat metal

Volatile Explosive. When the monk is reduced to 0 hit points by damage other than psychic, its body explodes and it dies. Every creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much on a success. Any object or structure within 5 feet of it takes double this damage.

ACTIONS

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands.

Spinning Staff (Recharge 6). The monk swings its staff in a circle, hitting everything around it. Each creature within 5 feet of the monk must make a DC 16 Strength saving throw, taking 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) fire damage on a failed save or half as much damage on a successful one.

Self Immolate. The monk explodes violently like a bomb, reducing its hit points to 0 and triggering its Volatile Explosive feature.

BONUS ACTIONS

Burning Staff (3/Day). The monk adds 1d10 fire damage to its next attack and damage roll with a qaurterstaff.

REACTIONS

Parry. The monk adds 3 to its AC against one melee attack that would hit it. To do so, the monk must see the attacker and be wielding a melee weapon.

Pyro monk.jpg

Pyro monks are among the many elemental masters protecting the temple of the elements.

Burning Passion. Like the burning flames which they command, pyro monks burn with a passion which they use to defend the temple of the elements and all which they hold sacred. So great is this burning passion, that even in defeat, the pyro monk will not yield to the forces of evil, instead choosing to set themselves on fire and explode in one final act of defiance.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures