Way of Tranquility Monk
2014Medium humanoid (goliath), lawful good
Armor Class 19
Hit Points 143 ()
Speed 50 ft.
Initiative
Saving Throws Dex +8, Con +6
Skills Athletics +4, Perception +9, Persuasion +5
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 19
Languages Common and Giant
Challenge 9 (5,000 XP)
Actions
Multiattack. The monk makes four melee attacks, only one of which can be with its stunning fist.
Stunning Fist. Melee Weapon Attack: , reach 5 ft., one creature. Hit: bludgeoning damage and the target must succeed on a DC 17 Constitution saving throw or stunned until the end of the monk's next turn.
Unarmed. Melee Weapon Attack: , reach 5 ft., one target. Hit: bludgeoning damage
Douse the Flames of War. The monk can temporarily extinguish a creature’s violent impulses. It can touch a creature, and the creature must make a DC 17 Wisdom saving throw. The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t attack for 1 minute. During that time, it also can’t cast spells that deal damage or that force someone to make a saving throw. This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.
Healing Hands. The monk's mystical touch can heal wounds. The monk has a pool of magical healing power. With that pool, it can restore up to 110 total hit points. The monk can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. Instead of healing the creature, it can expend 5 hit points from the pool of healing to cure the target of one disease or neutralize one poison affecting it. The monk can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one. This has no effect on undead and constructs.
Path of Tranquility (Recharge 5-6). The monk can become an island of calm in even the most chaotic of situations. The monk can cast the sanctuary spell on itself (Spell Save DC 17), no material component required, and it lasts up to 8 hours. A creature that succeeds on the save is immune to this effect for 1 hour.
Stillness of Mind. The monk can end one effect that is causing it be charmed or frightened.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, the monk deflects the missile. The damage it takes from the attack is reduced by . If the damage is reduced to 0, the monk catches the missile if it's small enough to hold in one hand and the monk has a hand free.
Stone's Endurance (Recharges after a Short or Long Rest). The monk can focus itself to occasionally shrug off injury. When the monk takes damage, it can reduce the damage by 8 ().