Monster
Zhent Martial Arts Adept
Outside your table’s allowed sources
Official reference · WDH · 2014
- Creature type
- Humanoid
- Size
- Small
- Armor class
- 16
- Hit points
- 49 (11d6 + 11)
- Speed
- Walk 25 ft.
- Challenge rating
- 3
- Alignment
- Lawful Evil
- Strength
- 11
- Dexterity
- 17
- Constitution
- 13
- Intelligence
- 11
- Wisdom
- 16
- Charisma
- 10
- Passive Perception
- 13
- Skills
- acrobatics: +5; insight: +5; stealth: +5
- Languages
- Common, Halfling
Traits
Unarmored Defense
While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Special Equipment
The adept wears a teleporter ring.
Halfling Nimbleness
The adept can move through a space of a Medium or larger creature.
Brave
The adept has advantage on saving throws against being frightened.
Actions
Multiattack
The adept makes three unarmed strikes or three dart attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:
- The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice).
- The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
- The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn.
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.