Medium humanoid (any race), Lawful Evil
| Armor Class | 16 |
|---|---|
| Hit Points | 49 (11d6 + 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 | Common, Halfling |
| Challenge | 3 |
While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
The adept wears a teleporter ring.
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.