Medium humanoid (human), neutral good rogue (thief) 9/monk (martial artist [M]) 8
Armor Class 21 (Wisdom, martial arts stances)
Hit Points 93 (17d8+17)
Speed 45 ft.
|10 (+0)||20 (+5)||12 (+1)||10 (+0)||16 (+3)||11 (+0)|
Saving Throws Dex +11, Int +6
Skills Acrobatics +17, Athletics +12, Insight +9, Investigation +6, Perception +15, Stealth +17, Survival +9
Damage Resistances piercing
Senses passive Perception 25
Languages Common, Thieves’ Cant
Challenge 14 (11,500 XP)
Cunning Action (1/Turn). Black Orchid can take a bonus action to take the Dash, Disengage, Hide or Use Object action, Dexterity (Sleight of Hand) check, or to use thieves’ tools to disarm a trap or open a lock.
Evasion. When Black Orchid is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Ki (8 Points/Short Rest). Black Orchid can spend ki to fuel the following features:
- Flurry of Blows. Immediately after Black Orchid takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense. Black Orchid can spend 1 ki point to take the Dodge action as a bonus action on her turn.
- Step of the Wind. Black Orchid can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.
- Stunning Strike. Black Orchid can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of her next turn.
Martial Arts. Black Orchid can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and monk weapons. In addition, when Black Orchid uses the Attack action with an unarmed strike or a monk weapon on her turn, she can make one unarmed strike as a bonus action.
Second-Story Work. Climbing does not costs Black Orchid extra movement. When she makes a running jump, the distance she covers increases by 5 feet.
Sneak Attack (1/turn). Black Orchid deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Black Orchid that isn’t incapacitated and she doesn’t have disadvantage on the attack roll.
Stance of the Striking Serpent (3) [M]. Black Orchid has advantage on Dexterity (Acrobatics) checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist her attempts to grant them the prone condition.
Stillness of Mind. Black Orchid can use her action to end one effect on herself that is causing her to be charmed or frightened.
Supreme Sneak. Black Orchid has advantage on a Dexterity (Stealth) check if she moves no more than half her speed on the same turn.
Extra Attack. Black Orchid attacks twice when she takes the attack action (using a bonus action she can attack a third time with Martial Arts, or a third and fourth time with 1 ki to use Flurry of Blows).
Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) magical bludgeoning damage plus 4 (1d8) piercing damage.
Energy Tonfa. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) magical bludgeoning damage plus 4 (1d8) bludgeoning damage and 3 (1d6) radiant damage.
Deflect Missiles. Black Orchid can use her reaction to deflect or catch the missile when she is hit by a ranged weapon attack, reducing the damage by 14 (1d10+9). If this reduces the damage to 0 and she’s able to throw the missile with one hand she can spend 1 ki point to make a ranged attack with it as part of the same reaction (+11 to hit, range 20/60 ft., 1d6+5 damage).
Slow Fall. Black Orchid can use her reaction when she falls to reduce any falling damage she takes by 45.
Uncanny Dodge. When an attacker Black Orchid can see hits her with an attack, she can use her reaction to halve the attack’s damage against her.
M = Mists of Akuma