• Armor Class: 16 • Hit Points: 60 (11d8+11) • Speed: 40 ft.
Acrobatics +5, Insight +5, Stealth +5 • Languages:
any one language (usually Common) • Challenge:
3 (700 XP) • Environments:
• Unarmored Defense: While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
• Multiattack: The adept makes three unarmed strikes or three dart attacks.
• Unarmed Strike: 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 ot'the adept's next turn.
• Dart: Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 5 (1d4+3) piercing damage.
• 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.