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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

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):

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.

Source

Mordenkainen Presents: Monsters of the Multiverse, p. 172