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Monster

Martial Arts Adept

Medium Humanoid · Any Alignment

Volo's Guide to Monsters Page 216
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed Walk 40 ft.
CR 3
STR 11 +0
DEX 17 +3
CON 13 +1
INT 11 +0
WIS 16 +3
CHA 10 +0

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 strikes or three dart attacks.

Unarmed Strike

Melee Weapon Attack +5 to hit, reach 5 ft., one target. 7 () Bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:
list
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 .
The target must succeed on a DC 13 Constitution saving throw or be until the end of the adept's next turn.

Dart

Ranged Weapon Attack +5 to hit, range 20/60 ft., one target. 5 () 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 . 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.
Confirmation

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