Medium humanoid, Any alignment
| Armor Class | 16 (Unarmored Defense) |
|---|---|
| Hit Points | 60 (11d8 + 11) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 17 (+3) | 13 (+1) | 11 (+0) | 16 (+3) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Acrobatics +5, Insight +5, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 13 |
| Languages | any one language (usually Common) |
| Challenge | 3 |
While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
The adept makes three Unarmed Strike attacks or five Dart attacks.
Melee Attack Roll: +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):
1–2: Knock Down. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
3–4: Push. The target must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet directly away from the adept.
Ranged Attack Roll: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
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.
Medium humanoid (any race), Any alignment
| Armor Class | 16 |
|---|---|
| Hit Points | 60 (11d8 + 11) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 17 (+3) | 13 (+1) | 11 (+0) | 16 (+3) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Acrobatics +5, Insight +5, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 13 |
| Languages | any one language (usually Common) |
| Challenge | 3 |
While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
The adept makes three unarmed strikes or three dart attacks.
Melee Attack Roll: +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:
Ranged Attack Roll: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
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.