
Character
Zipota
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- Type
- Humanoid
- Race
- Tiefling
- Class
- Monk
- Gender
- male
- Alignment
- Chaotic Neutral
- Size
- Medium
- Armor class
- 15
- Hit points
- 85
- Speed
- 30
- Challenge
- 5
- Experience
- 1800
- Languages
- Common, Infernal
- Senses
- Darkvision 60 ft., Passive Perception 13
- Skills
- Acrobatics, Stealth, Insight, Athletics
Biography
# Zipota Zipota was born in the shadowed alleyways of Greyport, a tiefling whose crimson skin and twisted horns marked him as an outsider even among the city's desperate underclass. Taken in by the Obsidian Fingers—a ruthless syndicate that exploited street orphans as pickpockets and couriers—he spent his formative years stealing, lying, and hurting others without remorse or hesitation. When a monastery's traveling monks arrived to distribute alms in the slums, Zipota attempted to rob one of them, only to be swiftly but gently subdued by the old woman's impossible martial prowess. Rather than turn him over to the authorities, she offered him something no one ever had: a choice and a path forward. The monks taught him that his rage and chaotic nature could be channeled into discipline and purpose, transforming his predatory instincts into something approaching grace. Though he could never fully abandon his unpredictable nature or his moral flexibility, Zipota discovered that the life of an adventurer—fighting monsters, solving mysteries, and earning coin through legitimate means—satisfied his hunger for excitement and survival far better than the suffocating constraints of monastic life alone. Now he walks the world as a wandering warrior, forever caught between the criminal impulses that shaped him and the hard-won discipline that saved him.
Attributes
Strength
14, modifier +2
Dexterity
18, modifier +4
Constitution
16, modifier +3
Intelligence
12, modifier +1
Wisdom
16, modifier +3
Charisma
10, modifier +0
Actions
Flurry of Blows
Make two unarmed strikes as a bonus action after taking the Attack action. Each strike deals 1d6 + 4 damage.
Shadow Step
Teleport up to 60 feet to an unoccupied space you can see, provided you are in dim light or darkness. You gain advantage on the first melee attack you make before the end of your turn.
Crimson Strike
Make a melee weapon attack. On a hit, it deals 1d8 + 4 slashing damage and the target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of your next turn.
Way of the Open Hand
When you hit a creature with an unarmed strike, you can impose one of the following effects: knock it prone, push it 15 feet away, or prevent it from taking reactions until the end of your next turn.
Abilities
Criminal Instinct
Advantage on Dexterity (Sleight of Hand) and Stealth checks.
Monk's Resilience
Regain 1d10 hit points when using Flurry of Blows.
Saving throws
strength
+5
dexterity
+7
constitution
+6
wisdom
+6