Monster
Martial Arts Adept
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 16 (Unarmored Defense)
- Hit points
- 60 (11d8 + 11)
- Speed
- Walk 40 ft.
- Challenge rating
- 3
- Alignment
- Any alignment
- Strength
- 11
- Dexterity
- 17
- Constitution
- 13
- Intelligence
- 11
- Wisdom
- 16
- Charisma
- 10
- Passive Perception
- 13
- Skills
- acrobatics: +5; insight: +5; stealth: +5
- Languages
- any one language (usually Common)
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.
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.