Homebrew
Unarmored Defense. While Dalwind is not wearing armor and not wielding a shield, his AC includes his Wisdom modifier.
Undead Fortitude. If Dalwind is reduced to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage dealt greater than his current hitpoints. unless it is radiant damage. On a success, he drops to 1 hit point instead.
Undead Nature. Dalwind doesn't require air, food, drink, or sleep.
Bearer of Merciful Undeath. Once a day, upon killing a creature, Dalwind may infuse that creature with necrotic energy. Doing so revives the creature as an undead equal in power to its previous life.
Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Multiattack. Dalwind makes three unarmed strikes or two unarmed strikes and uses Deathly Wave.
Necrotic Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or lose 1 hit die (or take an additional 5 (1d10) necrotic damage if they have no hit dice left).
Deathly Wave (Recharge 5–6). Dalwind sends a wave of necrotic energy in a 15-foot cone. Each creature in the cone must make a DC 16 Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much on a success.
Flurry of Death (Recharge 5–6). Dalwind strikes with incredible speed and precision, targeting up to four creatures within 10 feet. Each target must succeed on a DC 16 Dexterity saving throw or take 16 (3d10) necrotic damage and be stunned until the end of their next turn.
Reaping Aura. As a bonus action, Dalwind emits a 30-foot radius of necrotic energy for 1 minute. Any creature other than Dalwind or Undead that ends its turn in the aura take 10 (3d6) necrotic damage and is poisoned until the end of their next turn.
Deflect Attack. When Dalwind is hit by a melee or ranged attack that deals bludgeoning, slashing, or piercing damage, he can reduce the damage by 18 (1d10 + 9).
Dalwind can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn.
He regains spent legendary actions at the start of his turn.
Shadow Dash. Dalwind dashes up to 30 feet, this movement doesn't provoke opportunity attacks.
Death Grip (Costs 2 Actions). Dalwind targets a creature within 30 feet. The creature must succeed on a DC 16 Strength saving throw or be restrained by spectral necrotic chains until the end of its next turn.
Convert Energy. (Costs 1-2 Actions) Dalwind targets an undead creature that he can see within 120 ft. The undead creature takes 1d20 necrotic damage for each Action spent. Dalwind gains all damage dealt by this ability as temporary hitpoints.
Dalwind combines mobility and necrotic damage for a deadly mix. He opens with Reaping Aura to wear down opponents over time, follows up with Deathly Wave, and uses Flurry of Death to control multiple foes. His Undead Fortitude and Legendary Actions ensure he's difficult to pin down and eliminate quickly. This stat block provides a challenging encounter with a thematic tie to both his monk training and necromantic corruption!
Urban, Wilderness