Rose Uramesha (5e Creature)

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Rose Uramesha[edit]

Medium humanoid (Human-Cat Hybrid), lawful neutral


Armor Class 16
Hit Points 55 (10d8 + 10)
Speed 40ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 13 (+1) 14 (+2) 15 (+2) 12 (+1)

Saving Throws Str +5, Dex +7, Cha +4
Skills Acrobatics +7, Insight +5, Perception +5, Sleight of Hand +7, Stealth +7
Senses passive Perception 16
Languages Common, Elvish, Halfling
Challenge 7 (2,900 XP)


Ki Points. Rose has 7 Ki points she can spend on various features. She regains them after completing a short or long rest.

These Winds can Carry Me Up. Rose can run up and along walls, but if she doesn't move at least 5 feet while she's up on the wall, she will fall.

Slow Fall. All fall damage Rose takes if halved if she has at least 1 hit point.

Daemon: Temporal Rose in Bloom. Rose can spend an action to view the immediate future. Any rolls made against her are made with disadvantage and all of her rolls are made with advantage on her next turn. She may use this ability 3 times, but may push her eye beyond the limit. For every time she uses Temporal Rose in Bloom beyond the 3 times, she must make a Wisdom saving throw with a DC equal to 10 + the number of times used beyond the limit. If she succeeds the saving throw, the effect of the ability triggers as normal. If she fails the saving throw, the effect fails and she is inflicted with the blinded condition and gains one level of exhaustion, as her foresight power spikes her mentality to see the horrifying aspects of the future.

Protective Instinct. Rose gains +1 to attacks against any creature that has dealt damage to Deiderin, Felicity, Athene, or Asuri. This can stack up to +5.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) Bludgeoning damage.

Arkhalis. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) Slashing damage.

Step of the Wind (1 Ki Point). Rose doubles her speed until the end of her turn.

Patient Defense (1 Ki Point). Rose takes the Dodge action.

REACTIONS

Flurry of Blows (1 Ki Point). Melee Weapon Attack: +7 to hit, reach 5 ft., one or two targets. Hit: 7 (1d6 + 3) Bludgeoning damage. This makes two attacks.

Arkhalis' Absorption. Rose holds up the Arkhalis blade, and casts Absorb Elements through it.

Parry. Rose makes a counter-roll against an attacker, using her Unarmed Strike bonuses. If she meets or beats the attack roll, the attack fails.

(See Discussion page)

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