Armor Class
16
Zhent Martial Arts Adept
Medium Humanoid · Lawful Evil
Hit Points
49 (11d6 + 11)
Speed
Walk 40 ft.
CR
3
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 .
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:
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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.
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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.