Martial Arts Adept

Medium Humanoid, any alignment
Armor Class 16 (Unarmored Defense)
Hit Points 60 (11d8 + 11)
Speed 40 ft.
STR
11 (+0)
DEX
17 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
16 (+3)
CHA
10 (+0)
Skills Acrobatics +5, Insight +5, Stealth +5
Senses passive Perception 13
Languages any one language (usually Common)
Challenge 3 (700 XP)     Proficiency Bonus +2

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. Melee Weapon Attack: +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-The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.

  3–4. Push-The target must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet directly away from the adept.

Dart. Ranged Weapon Attack: +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.

Monsters of the Multiverse

  1. DnD 5e Monsters › Martial Arts Adept