Page 266 - Monster Manual Expanded III Dragonix
P. 266

Monk, Legendary                                        Legendary Actions

         Medium humanoid (any race), any alignment              The monk can take 3 legendary actions, choosing from the options
                                                                below. Only one legendary action option can be used at a time and
         Armor Class 18                                         only at the end of another creature's turn. The monk regains spent
         Hit Points 130 (20d8 + 40)                             legendary actions at the start of its turn.
         Speed 55 ft.                                           Detect. The monk makes a Wisdom (Perception) check.
                                                                Tumble, Slide, and Flip. The monk moves up to half its speed
             STR           DEX           CON           INT           WIS           CHA     without provoking opportunity attacks.  During this move, the
                12 (+1)      18 (+4)       14 (+2)      11 (+0)     19 (+4)      10 (+0)    monk can enter creatures' spaces but can't end its turn there.
                                                                Attack. The monk makes an unarmed strike or attacks with its dart.
         Saving Throws Str +5, Dex +8, Wis +8                   Dodge (Costs 2 Actions). The monk performs a Dodge Action.
         Skills Acrobatics +8, Insight +8, Perception +8, Stealth +8    Until the start of the monk's next turn, it can't use Attack as a
         Senses passive Perception 18                             legendary action.
         Languages any one language (usually Common)            Reactions
         Challenge 9 (5,000 XP)       Proficiency Bonus +4
                                                                Deflect Missile. In response to being hit by a ranged weapon attack,
         Legendary Resistance (2/Day). If the monk fails a saving throw, it   the monk deflects the missile. The damage it takes from the attack
         can choose to succeed instead.                         is reduced by 25 (1d10 + 20). If the damage is reduced to 0, the
                                                                monk catches the missile if it’s small enough to hold in one hand
         Unarmored Defense. While the monk is wearing no armor and
                                                                and the monk has a hand free.
         wielding no shield, its AC includes its Wisdom modifier.
         Actions
         Multiattack. The monk makes four Unarmed Strikes or four Dart
         attacks.
         Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft.,
         one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the
         target is a creature, the monk can choose one of the
         following additional effects:
         • The target must succeed on a DC 16 Strength saving throw
           or drop one item it is holding (monk’s choice).
         • The target must succeed on a DC 16 Dexterity saving throw
           or be knocked prone.
         • The target must succeed on a DC 16 Constitution saving throw
           or be stunned until the end of the monk’s next turn.
         Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target.
         Hit: 6 (1d4 + 4) piercing damage.








































                                                                              Appendix A. NonPlayer Characters    265
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