Zhent Martial Arts Adept

(Waterdeep: Dragon Heist)

Medium humanoid (any race), Lawful Evil

Armor Class16
Hit Points49 (11d6 + 11)
Speed40 ft.
STRDEXCONINTWISCHA
11 (+0) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0)
Saving Throws—
SkillsAcrobatics +5, Insight +5, Stealth +5
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 13
LanguagesCommon, Halfling
Challenge3

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 teleporter ring.

Actions

Multiattack.

The adept makes three unarmed strikes or three dart attacks.

Unarmed Strike.

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:

  • 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 of the adept's next turn.
Dart.

Ranged Attack Roll: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) 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 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.