{"name":"Dio","class":"Monk","level":"3","background":"Outlander","race":"Satyr","alignment":"CN","proficiency_bonus":"2","strength":"11","dexterity":"20","constitution":"13","intelligence":"7","wisdom":"14","charisma":"17","str_save":"2","dex_save":"7","con_save":"1","int_save":"-2","wis_save":"2","cha_save":"3","hit_die":"8","total_hit_dice":"3","acrobatics":"7","animal_handling":"2","arcana":"-2","athletics":"2","deception":"3","history":"-2","insight":"2","intimidation":"3","investigation":"-2","medicine":"2","nature":"-2","perception":"2","performance":"3","persuasion":"3","religion":"-2","sleight_of_hands":"5","stealth":"7","survival":"4","proficiencies":"acrobatics | athletics | stealth  | survival","armor_class":"17","hit_points":"18","initiative":"5","speed":"45ft.","proficiences_and_languages":"Armor: None\r\n\r\nWeapons: Simple weapons, shortswords\r\n\r\nTools: Pan flute, Lyre, Harp, Lute\r\n\r\nLanguages: Common, Sylvan, Elvish \r\n\r\nSaving Throws: Strength, Dexterity","attacks":"Hoof kick | [roll:1d20+7] | [roll:1d6+5]\r\n\r\nDart| [roll:1d20+7] | [roll:1d4+5]","spellcasting":"","equipment":"Dungeoneer's pack\r\n\r\nDart(10)\r\n\r\nGOLD(5)","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"Deflect Missiles\r\nStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do, the damage you take from the attack is reduced by 1d10 + your Dexterity Modifier + your monk level.\r\n \r\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.\r\n\r\nOpen Hand Technique\r\nStarting when you choose this tradition at 3rd level, you can manipulate your enemy\u2019s ki when you harness your own. Whenever you hit a creature with one o f the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:\r\n>It must succeed on a Dexterity saving throw or be knocked prone.\r\n>It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.\r\n>It can\u2019t take reactions until the end of your next turn.\r\n ","total_spell_slots_1":"","total_spell_slots_2":"","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"167750,123","class_features":"400198","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"220911","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"8","temporary_hit_points":"","hit_dice_used":"","xp":"1950","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"Ki: 1","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"401424"}