Tom Kench

The large, man-eating monk.

“
*Let us peruse this establishment's fare.*
”
— Tom Kench
**Tom Kench** is a Gann-Tong Monk adventurer currently participating in Runeblade.

## Description

### Appearance

Tom Kench looks like a giant catfish/frog with legs he has greenish skin and yellow eyes his belly is so big that he could eat a human hole in one fell swoop and it bounces elegantly as he walks by his mouth has over 100 teeth and his tongue can extend over 5 feet he weights 350 pounds and stands 7ft tall. Even do his tribe had brutish apparel he's always wearing an elegant coat and his favorite top hat.

### Personality

Tom kench is an extrovert foodie he is always searching for opportunities to extend his menu in the end he is a firm believer in the saying "*The only sin is to deny a crabbing*" his passion for food is one of a kind and he tends to share that passion with the creatures around him although depending on the creature the way he shares his passion might be by treating the creature to a meal or by making it the main course instead in the end the term food has a wider meaning in the Gann=Tong vocabulary.

## Biography

### Background

Tom was born in a small coastal village in the continent of **Vosel**, the child of a pair of Gann-Tong parents who had settled there years earlier. From a young age, he was fascinated by the sea and the creatures that lived within it which in large part he also categorized the as delicious. He spent much of his time exploring the coastline, searching for shells, and observing/eating the various sea creatures that made their homes there.

Despite his love of the sea, Tom quickly learned that many of the other villagers were afraid of him and his family. His large size and sharp teeth made him stand out, and some people saw him as a threat. But his parents taught him to stay calm and patient, to show kindness and understanding even in the face of fear and mistrust.

As he grew older, Tom began to train in the martial arts under the guidance of a wise Gann-Tong monk. He quickly discovered that his amphibious nature gave him an advantage in combat, allowing him to move swiftly and fluidly both on land and in the water. He devoted himself to the study of the martial arts, mastering a variety of techniques and honing his mind and body to their fullest potential.

### Adventuring

Eventually, Tom decided to venture out into the upper city, eager to explore new lands and test his skills against new challenges. His travels took him to the city of **Vear**, where he found work as a mercenary. Despite his fearsome appearance, Tom was respected by his fellow mercenaries for his strength and skill in battle. He also developed a reputation for his love of food, often spending his hard-earned coin on exotic dishes from far-off lands.

## Character Information

### **Abilities**

* **Unarmored Defense**: Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

* **Martial Arts**: You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

* **Ki**: Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows Ki save DC = 8 + your proficiency bonus + your Wisdom modifier.
	+ Flurry of Blows. Immediately 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 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

* **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 + your Dexterity modifier + your monk level. If 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 a range of 20/60 using 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.

* **Open Hand Technique**: You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target. It must succeed on a Dexterity saving throw or be knocked prone. It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. It can't take reactions until the end of your next turn.

* **Slow Fall**: You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

* **Eldritch Claw Tattoo**: Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

### **Belongings**

* Quarterstaff, Top hat, Coat, Healing Potion and a Bag of Gold