Brother Tor Tor Huo- Fist of Flame, Order of the Red Robe
Brother Tor Tor Huo- Fist of Flame, Order of the Red Robe
STR DEX CON INT WIS CHA
+4 +5 +1 +1 +2 +0
SAVES +10 +6 +7
AC 20
HP 188
DR 17
Move 40’ ground, 40’ leap (perfect), Spiderclimb
Immunities: Fire, Stunned, Paralyzed
Resistances: Cold
XP 28,000
Hypereactive x9 (nine reactions) You did not read that wrong.
Reaction: Ki Block- when an attack hits, block ANY attack +5 AC and disengage 10’
Reaction: Re-direct flow, when an attack hits, the damage is halved
Reaction: Dao Strike- when attacked and the attack misses- make an attack
Reaction: Whirlwind- when attacked and the attack misses- move
Reaction: re-direct energy, when targeted by a spell, the
spell gets a new target This is as powerful as it sounds.
Bonus action: step of the wind, teleport 80’ (line of effect)
Bonus action: Fireburst, 10’ radius 6d6 fire damage DEX 17 for half (60’ range)
Bonus action: Potions of Immolation OOO- All enemies within 10’ radius take 6d6 fire damage DEX 17 for half, Heal 50HP
Bonus Action: Necklace of Fireballs- OOO OOO OOO 8d6 DEX 17 for half
Action: fists of fury eight unarmed attacks +10, 2d8 + 4 damage, target is staggered* (no save) +1d8 fire
Action: shuriken make eight ranged +10, 2d8 + 4, target loses 10’ movement and is staggered (CON 17) +1d8 fire
Action: Five Point Heartburster, one attack at +15, deals no damage, if the target moves or is moved it takes 6d20 psychic damage. The target knows this.
Action: Three Point Organ Strike, one attack at +15, deals no damage, Paralyzed (it takes ten minutes and a Medicine check DC 17, or Lesser Restoration
*Staggered is a condition. Cannot take more than one action during a turn (regular, bonus, or reaction; only one). It automatically ends at the end of your turn (it only lasts for one round).
White Ring of Celerity Haste 12 charges ever, no after-effects, extra action to activate, duration 3 rounds
White Belt of Acumen You can take a bonus action using a regular action
Amulet of the White Serpent As a bonus action you gain Freedom of Movement (as per the spell) for one full round.
Token of the Sea Hydra- symbol of the sea raiders.
4x cloak pins set with a scaled wolf head
Four scrollcases with maps and notes on underground route
from Suzail to Halls of the Fire Giants (or as suitable for your campaign).
Manual of the Temple of Ra Mun
Each time you take a level in monk, you get two powers from the following list.
· One extra reaction each round (hyper-reactive) (you can take this multiple times)
· Reaction: Ki Block- when an attack hits, block ANY attack +5 and disengage 10’
· Reaction: Re-direct flow, when an attack hits, the damage is halved
· Reaction: Dao Strike- when attacked and the attack misses- make an attack
· Reaction: Whirlwind Step- when attacked and the attack misses- move
· Reaction: re-direct energy, when targeted specifically by a spell where you are the only target, the spell gets a new target on a roll of 16+
· Your unarmed attacks do +1d8 damage and your unarmed damage is increased to d8
· Your unarmed attacks do +1d8 fire damage
· You cannot be surprised
· Fire Resistance
· Stun Immunity
· Your actions and reactions fill up at the top of the round on the first round
Training at the Temples of Ra Mun Monk attacks get +1d8. Base damage of weapon and unarmed attacks is increased to 1d8. Actions and re-actions fill up at the top of the round even if surprised (opponents are aware of this). Cannot be surprised. All attacks do +1d8 fire damage
Monks of the White Robe- as per Coatl their spells are psionic in nature and require no components. Their Cure Wounds is a bonus action and heals 20HP. The bite attack is switched for a dagger attack with the same effect.
It's important to not that they are not Coatls! They are medium-sized neutral evil humanoids with the powers and stats of a Coatl as noted. Not good celestials.
- Gith (for psionic abilities, plane shift, telekinesis, see invisibility)
- Weretiger (for immunity to non-silver weapons)
- Incubus (for charm ability)
- Yuan Ti (for suggestion)
- Blink Dog (for short range teleportation)
- Giant Crab (for ability to breath water)
- Mastiff (for keen smell)
Other Minions in the Lair
- 4x Assassins
- 48x Cultists
- 12x Cult Fanatics
- 18x Spies (these are dispersed into local populations)
- 9x Veterans
Tor’s Desk
Various quills, ink, parchments.
4x small vials with fluorescent green oil (one inch tall)
6x Tea Candles of Meditation (when burned during a long rest, it gives a divine spell-caster one extra Level 3 spell)
Urn of Clearwater (produces daily amount of good water for eight creatures)
8x tubes of knockout powder in blowpipes (green plant material with black wax plugs) Ranged attack. Range 10’ one target makes CON 18 or falls into a catatonic state (cannot be roused except with thirty minutes of care and Medicine 18).
This table has seven ball-bottomed flasks made of varying shades of clay: brown, black, ivory and white. There is a small urn, the size of a human head, carved from petrified wood. There is an inkwell full of green ink. There is a book with covers of stained wood, and a loose leaf booklet open in the middle. Many notes are made therein with green lettering. Next to the desk is a metal wastebasket.
The urn of petrified wood contains three doses of Oil of Stone to Flesh.
It requires a DC 18 Arcana check to identify any of these potions.
1. Flask
of Umber Clay: It takes four full round action to drink. heal to full.
2. Flask of Eggshell Clay: Potion of Ruby Skin (Fire Resistance 10 for one hour).
3. Flask of Bark-shade Clay: Potion of Amphibiousness (breathe air or water for one hour plus webs)
4. Flask
of Paper Clay: Potion of Agility (+4 to DEX for one hour) actually a cursed potion of Baleful Polymorph
(changes into a dog for one hour, Con DC 12 to resist) OR one potion at random has this curse.
5. Flask of blackmud Clay: Potion of Ghostliness (gain incorporeal subtype for one minute)
6. Flask of leafy green Clay: Potion of Greenskin (gain plant immunities for one minute, but cannot cast spells)
7. Flask of birchbark Clay: Potion of Protection from Evil (one minute)
The inkwell of green ink is magical. It never runs out or dries up. Abjuration spells scribed to scrolls (or enhance scrolls) using this ink are at +1 DC.
The Monks scry and Dream the party the night they retreat, then again the following day start scrying at noon. They have collected blood from party members.
Additional Maps and Resources