Teller Elizabeth "Izzy"

"I met the first elf. Like the first elf ever. He was a cool guy."

Teller Izzy is a Human Monk. She is 5’5” tall, slender, with self-described "eyes like Christmas". She travels with a very large goat companion named Captain Ron. She wears three sashes which she embroiders with her history.

## History

### Early Life

Izzy was likely born sometime between the years 746 and 761. Izzy was raised in the north of the eastern continent of Espera at an orphanage. She then joined a monastery for 8 years. She does not know her parents, but knows that she has many sisters, only two of which she corresponds with. She met the first elf who ever lived. She joined the Tellers. She recently had a bad encounter with goblins.

### Destiny's Children

In the year 776, Teller Izzy came to Kazakhan Spire to learn and document.

## Personality

Teller Izzy seems to be fascinated with the world and very open minded to the eventual downfall of her organization.

Speculation: May pray to Jangus (as a Teller, she is interested in recording secrets), Nostradormu (as a Teller, documentation is just sharing knowledge across time), Nylos (as a Teller, she is invested in the recording and spreading of knowledge), and/or Photion (as a monk, she must will herself to overcome obstacles).

## Abilities

Teller Izzy can speak Goblin. She also has proficiency with cards (as of Session 3).

Speculative background: Acolyte (Shelter of the Faithful feature)

### Unarmored Movement

Speed increases while not wearing armor or a shield. See table for speed bonus.

### Combat

Teller Izzy is able to strike enemies with multiple blows very quickly.

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 8

#### Unarmored Defense

AC equals 10 + Dexterity modifier + Wisdom modifier

#### Martial Arts

While you are unarmed or wielding only shortswords or any simple melee weapons that don't have the two-handed or heavy property, and not wearing armor or shield:

* Can use Dexterity instead of Strength for all attacks and damage rolls
* Can roll the Monk Die instead of the normal damage die of the weapon
* Attack action: Bonus Action: one unarmed strike

#### Ki

* Flurry of Blows
	+ Attack action: spend 1 ki point for a Bonus Action: 2 unarmed strikes
* Patient Defense
	+ spend 1 ki point for a Bonus Action: Dodge
* Step of the Wind
	+ spend 1 ki point for a Bonus Action: Disengage or Dash. Jump distance doubled this turn.

#### Deflect Missiles

Reaction: decrease damage taken from ranged weapon attack by 1d10 + Dexterity modifier + monk level. If damage is reduced to 0, can use 1 ki point to make a ranged attack with the object caught as part of the same reaction. This attack is made with proficiency and counts as a monk weapon for the attack.

#### Open Hand Technique

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.

#### Feat: Mobile

* Speed increased by 10 feet
* When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
* When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not

#### 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.

#### Stunning Strike

if target fails a Constitution save, they are stunned until the end of your next turn (prerequisite: hit target with a melee weapon attack, and spend 1 ki point)

* creature is incapacitated (can't take actions or reactions)
* creature automatically fails Strength and Dexterity saving throws
* Attack rolls against creature have advantage

### Known Equipment

* 200 GP
	+ +1,500 GP - however much was spent at market (Session 3)
* shortsword or any simple weapon
* dungeoneer's pack or explorer's pack
* 10 darts
* Teller Sash
* Captain Ron (currently at Kakikhan Spire)
* Map of Yambo
* Hourglass of Nostradormu
* black silk Destiny's Children scarf
* Arcana (a drug)
* potion of wild magic (3 charges)

### Next Level Ability

* Ki-Empowered Strikes
	+ Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
* Wholeness of Body
	+ At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times  your monk level. You must finish a long rest before you can use this feature again.

## Relationships

### Allies

Teller Izzy was fascinated with Mario the first time she met him, and energetically wrote down all of the noises he used to communicate with her. There was a brief misunderstanding between the two, where she said she was delighted after Mario introduced himself with his classic roar and thought that Izzy's name was "Delighted".

Captain Ron is willing to travel with Teller Izzy.

Rue was relieved to hear Teller Izzy tell Destiny's Children not to kill one of the men from Bellingham that was travelling with Rue.

Blayne Davies taught her some card tricks.

## Appearances

Session 1

Session 2

Session 3

## Quotes

> “I met the first elf. Like the first elf ever. He was a cool guy.”
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> "Check this shit out! Isn't it the coolest?!" (about the Map of Yambo)
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> "He's the shadiest one!" (about Twinkletoes)
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