Kryx RPGThemesMonsters

Martial Arts Adept

Medium humanoid (any species)
Challenge
3 (700 XP)

STR
0
DEX
4
CON
2
INT
0
WIS
3
CHA
0

71
11d8+22
17
Fort
+2
Ref
+2
Will
+1

Speed 12 m.
Senses passive Perception 13
Skills Acrobatics +6, Insight +5, Stealth +6
Languages any one language (usually Common)

Maneuvers. The martial arts adept uses maneuvers (maneuver save DC 14). It has 9 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:

1 stamina die: bait and switch, fan of knives (Darts), positioning strike, quivering palm, spring attack, step of the wind, trip, uncanny dodge

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

Actions

Multiattack. The adept makes three unarmed strikes or three dart attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 1.5 m. Hit: 8 (1d8 + 4) bludgeoning damage.

Dart. Ranged Weapon Attack: +6 to hit, range 4.5/18 m. Hit: 6 (1d4 + 4) 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 + 4. 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.

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