Reared from an egg by Elohim monks in a hidden monastery
|Race: Kobold||Class: Monk||Monastic Tradition: Way of the Drunken Master||Origin: secret Elohim monastery in the Ljosalfar Empire||Level: 12||Alignment: Chaotic Good|
|Luck||11||+0 / Luck-based Advantages Per Level: 1|
|Save Proficiencies||Strength, Dexterity|
|Animal Handling||Throwing||Cook’s Utensils|
|Insight||Unarmed Combat||Carpenter’s Tools|
|Performance||Blades, one-handed||Woodcarver’s Tools|
|Unarmored Defense||While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.|
|Martial Arts||While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.|
|Ki||You can spend Ki Points to fuel ki features. You have 12 points per short rest and your Ki save DC is 18.
Flurry of Blows – After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
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.
|Unarmored Movement||Your speed increases by 20 feet while you are not wearing armor or wielding a shield. You also gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.|
|Deflect Missiles||You can 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 + 5 + 12. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with range 20/60.|
|Bonus Proficiencies||You gain proficiency in the Performance skill and brewer’s supplies if you don’t already have it.|
|Slow Fall||You can use your reaction when you fall to reduce any falling damage you take by 60.|
|Stunning Strike||You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.|
|Extra Attack||You can attack twice, instead of once, whenever you take the Attack action on your turn.|
|Ki-Empowered Strikes||Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.|
|Tipsy Sway||When you’re prone, you can stand up by spending 5 ft. of movement, rather than half your speed. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 ft.|
|Evasion||Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.|
|Stillness of Mind||You can use your action to end one effect on yourself that is causing you to be charmed or frightened.|
|Purity of Body||Your mastery of the ki flowing through you makes you immune to disease and poison.|
|Drunkard’s Luck||You always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.|
|Monastic Tradition:||Way of the Drunken Master|
|Drunken Technique||Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 ft. until the end of the current turn.|
|Darkvision 60’||You can see in darkness (shades of gray) up to 60 ft.|
|Grovel, Cower, Beg, Feign Death, Pretend to Surrender, or act Drunk and Harmless||Once per short rest as an action, you can put on a performance to distract foes. Until the end of your next turn, allies gain advantage on attacks against affected enemies within 10 ft. of you that can see you. This requires a successful Performance check contested by the wisest opponent’s WIS (Insight) and only works against enemies who care about such antics (intelligence of at least 6) and haven’t been tricked by you before.|
|Pack Tactics||You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.|
|Sunlight Sensitivity||You have disadvantage on attack rolls and on Perception checks that rely on sight when you, your target, or whatever you are trying to perceive is in direct sunlight.|
|Guild Membership||As an established and respected member of The Evermorean Woodshapers, you can rely on certain benefits. Your guild will provide lodging and food should you fall on hard times. In all Ljosalfar cities and towns, an Evermorean Woodshapers guildhall offers a central place to meet other members of your profession, potential patrons, allies, or hirelings. The Evermorean Woodshapers wield significant influence and prestige in Ljosalfar territories. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of significant wealth to the guild’s coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.|
“but I don’t have a problem…really!”
|If deprived of alcoholic beverages for more than a week and a purveyor of such beverages becomes available, Hoxton must proceed directly to said purveyor and spend at least 4 hours and 20 gold pieces in the establishment. Thereafter Hoxton is incapacitated for 1 day|
Languages: Common, Elohim, Elven
In the early spring of 325AR, Master Cosmas came down from the mountains above Evermore, riding the Seventh Wind as was his custom. His diamond soul flickered between the frosted cypresses ringing the Pool of Tears. Long ago the angels of Sirona gathered here to heal the pain of the world: their tears of failure formed the Pool. A few centuries later the first Order of Elohim monks arrived in elven lands to establish a covert vigil near the sacred site. The Summer and Winter Courts of the elves tolerated the monks, who were usually out of sight and thus out of mind.
The old monk rode down the wind into the cool, dim sanctum of the Guardian Monastery. The master’s strong frame and taut muscles belied his age: white hair and beard flowed like a waterfall under his gray hood. From his pouch he took a strange rust-red egg the size of two fists and set it gently in a nest of goose-down near the hearth. For days the master kept vigil until the egg cracked and a tiny reptilian humanoid emerged. This was a child of the kobold tribes lairing high in the eastern mountains not far from Acheron’s domain. The kobolds were creations of ancient dragon-cults in the Age of Magic and usually considered pests, but the monastery sometimes found a need for ‘unusual’ brothers and sisters.
Hoxton spent many years at the monastery learning all the monks could teach. He had a quirky nature that often got him into trouble, yet also endeared him to certain fey elves of the forests around the Pool. The elves knew the little lizard-creature was a ward of the mysterious and seldom-seen Elohim monks, so they had no fear of Hoxton and his whims were often in accord with their own antics. Over the years Hoxton drifted away from the monastery and finally took up the profession of carpenter and woodcarver, or ‘woodshaper’ as the elves would say. During this period Hoxton learned his love of food and invigorating drink. In fact he eventually became a legendary braumeister and cook among the elves. But Hoxton would always feel that woodshaping was his true calling.
With the arrival of the intolerant Prince Amelanchier and troubled times in general, Hoxton found himself ever less welcome among the elves. Bitter and lonely, Hoxton returned to his first home. The now-ancient Master Cosmas took Hoxton back into the monastery as if his thirty year absence was but a 30 second trip to the outhouse. Hoxton’s training resumed in earnest. Though Cosmas’ love had always been unconditional, Hoxton knew he wasn’t here by accident. The monks were grooming him for some specific purpose. When his ki was strong, Hoxton set forth on the mission given to him. He owed at least that much to the man who brought his egg down from the mountains 65 years ago.
For millennia the Order of Elohim waged a bitter struggle with their arch-nemesis: Os-Gabella and her unholy children. Alexis and Flauros somehow escaped destruction during the Age of Ice and re-established the vampiric Calabim empire in the Age of Rebirth. As a creation of the Age of Magic with no ties to humanity, Hoxton was immune to vampirism and feasting. The Calabim aristocracy placed a high value on such servants for this very reason: they seldom fell victim to the rogue vampires infesting the crypts of Prespur or roaming the outlying provinces.
A position as ship’s carpenter was arranged for Hoxton aboard the Lanun galleon Artigo bound for Innsmouth. There the Artigo would take on cargo bound for the Calabim port of Nubia. Three weeks into the voyage a winter storm drove the broken ship far off course into the grip of the great southern current. Hoxton clung to wreckage for two days before washing up onto the shore of a mysterious island…