Blind Master (5e Creature)

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Blind Master[edit]

Medium humanoid (any race), any alignment


Armor Class 20
Hit Points 142 (19d8 + 57)
Speed 50 ft.


STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 16 (+3) 13 (+1) 20 (+5) 11 (+0)

Saving Throws Dex +9, Wis +9
Skills Acrobatics +9, Arcana +5, Insight +9, Perception +13, Religion +5
Proficiency Bonus +4
Damage Resistances psychic, radiant
Condition Immunities blinded, deafened, frightened
Senses blindsight 60 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 23
Languages any two languages
Challenge 11 (7,200 XP)


Unarmored Defense. When the blind master is wearing no armor and not holding a shield, it can add its Wisdom modifier to its AC.

Neutral Face. Checks made to determine the emotional state of the blind master are made with disadvantage.

Intuitive Awareness. Once per turn, the blind master can gain advantage on one Wisdom (Perception) or Intelligence (Investigation) check.

Unarmored Movement. When the blind master is wearing no armor and not holding a shield, its speed increases by 20 feet.

Truth Knower. The blind master has advantage on Wisdom (Insight) checks to determine if a creature is omitting a truth, such as telling part of a story or using deceptive phrasing.

Deft Touch. The blind master can use its Dexterity instead of its Strength for weapons it is proficient with.

Meditation. Once per day, the blind master can cast mind blank, protection from energy, and greater restoration on itself without expending material components, using Wisdom as its spellcasting ability. All of these spells are cast at the same time, and the first two spells have a duration of 5 hours and don't require concentration.

ACTIONS

Multiattack. The blind master makes two melee weapon attacks.

Quarterstaff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, or 9 (1d8 + 5) bludgeoning if used with both hands.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage and 4 (1d8) force, necrotic, or radiant damage (blind master's choice), and the target can't take reactions until the start of its next turn.

Restore Self (Recharge 5-6). The blind master regains 5 hit points.

REACTIONS

Dodge. The blind master makes a Dexterity (Acrobatics) check contested by the attack roll of an attack that would hit it. This check is made with disadvantage if the blind master used its Intuitive Awareness feature this round. On a success, the attack misses.

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A blind master preparing his Soul Strike.

Blind masters are monks who have lost their eyesight in one way or another. Because of this, they are able to shift their focus toward the entirety of the multiverse rather than what is perceivable. This gives them powers that most do not possess, including how to harness the untapped energy of the spirit. To face a blind master in combat is to test one's limits, for even experienced warriors can only hope to land a hit against such a foe.

Monastic Prestige. Blind masters hold themselves to the strictest of standards when it comes to social conduct and discipline. Because of this, they often rise high in the authority system of a monastery, and sometimes even lead a monastic society's training and worship. Because there is so much power associated with becoming a blind master, having a blind master as a leader is often a sign of great skill and prestige in a group of monastic communities.

The Element of Surprise. While some may lead a monastery, many blind masters travel about, learning about the multiverse. Many of these travelers encounter bandits or other threats. However, these are easily dealt with. One of the most fatal mistakes to make with a blind master is assuming incompetence, for while one may be blind, they are far from senseless. A blind master's awareness can easily catch one off guard, especially if one has no knowledge of such an opponent. This fact gives blind masters a heavy advantage in combat and out.

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