Martial Arts Adept

Medium Humanoid, Any
MPMM

AC 16 (Unarmored Defense)

HP 60 (11d8 + 11)

Speed 40 ft.

STR

11 (+0)

Save +0

DEX

17 (+3)

Save +3

CON

13 (+1)

Save +1

INT

11 (+0)

Save +0

WIS

16 (+3)

Save +3

CHA

10 (+0)

Save +0

Skills Acrobatics +5, Insight +5, Stealth +5

Senses Passive Perception 13

Languages any one language (usually Common)

CR 3

Traits

Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The adept makes three Unarmed Strike attacks or five Dart attacks.

Unarmed Strike. 5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Once per turn, the adept can cause one of the following additional effects (choose one or roll a d4): 1–2: Knock Down.: 3–4: Push.:

Dart. 5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free.