Uccuthru (lizard folk character)

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Uccuthru (uk-kooth-roo); lizard folk male, age:30, handed: right; eyes: yellow, hair/frills: blue-white, SIZE: Medium (height: 6’7″, weight: #216), skin: green/scaled; Movement 40′ walk + swim

Monk 4 (Ascendant Dragon – Follower of the Ur-Draconis great spirit – the dragon of the stars)
Strength = 10
Intelligence = 10
Wisdom = 14 [+2]
Dexterity = 16 [+3]
Constitution = 17 [+3] (You can hold your breath for up to 15 minutes at a time.)
Charisma = 10
Sanity = 11
Essence: 15

Proficiency +2 bonus @ 4th

Skills: Perception (Wisdom +2), Stealth (Dexterity +3), Intimidation (Charisma), Survival (Wisdom +2), Athletics (Strength)

Communication: Draconic (read/write), Gladnorian, Orrish

Weapons: Simple weapons, shortswords

Armor: shields [light only]

Saves: Strength, Dexterity

Instruments/Tools: Recorder

Features

Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.

Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.

Combat

HIT POINTS: 8,5,5,5 + Con [12] = 35
AC = NATURAL (13 + Dex [3] = 16) or UNARMORED (Dex [3] + Wis [+2] = 15)
Dedicated Weapon @2nd level: Tail

Unarmed Combat

Draconic Strike: When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

You can roll a d4(5/7/11) in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. Draconic Training > One attack that is made per round can be made with the d8(7/11/19) tail (dedicated weapon) instead .

When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

KI FEATURES

KI = 4+1 = 5
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Slow Fall: [No Ki required] You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Quickened Healing: As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Combat Features

Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6(6/9/15) + your Strength [dex as monk] modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.

Breath of the Dragon: When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die (d8 = special) on a failed save, or half as much damage on a successful one. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

Deflect Missiles: Use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Equipment

pouch: 3 healing brews 2d4+6 (max for lizard folk)

History

Created on: 6-22-2023/ Created by: Kelly Berger

Campaign: Dunstrand Rising/ 9168 campaign year;

Background: Draconic Enforcer (tribal warrior)
Ascendant Dragon Origins: After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths of dragons.

Chronicle – Growing Up

Monastic/aesthetic – all actions for the good of the tribe.

Chronicle – Coming to the Party

Sent by the druids of Pranin Moorswood to help the party. The tribe lives on the Wonald Delta and is under the protection of the druids. His most hated enemy are the troglodytes which breed faster than his people. In combat he must attack them first!

As the ambient light brows brighter as the sun begins to rise, a strange and forced voice comes from out of the forest. Hail strangers! Do not take up violence, i am sent to your aid by the agents of the Davrosian Circle. The tribe of Istachie answers the pact for aid and small ones have tracked you here.” A massive green scaled lizard folk comes out from between the trees. In front of him are several lizards that skitter out of his way as he walks. He moves faster than you normally move, despite the terrain. His unblinking alien yellow eyes stare back at you as he halts in front of you. He is naked, and has only a small pouch on a cord around his waist. “You have no obligation to accept my help, i will depart if that is your wish. I need not know why you are here – I am to assist you to stay alive in whatever your mission, as long as you are within the bounds of the druidhold.”

Chronicle – Time in Campaign

Because the characters decided to erradicate the Troglodyte threat for good, he was able to be moved from a one-shot escort in Pranin to a baggage train character (though he must be summoned from the Wonald Delta initially). He was tracking the Troglodytes and lead the PCs to their new lair along the Black Shore coast in Lilymarch.

CY 9168, participated in the baptism of Ssisslenn.