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Zhent Martial Arts Adept
- STR
- 11 (+0)
- DEX
- 17 (+3)
- CON
- 13 (+1)
- INT
- 11 (+0)
- WIS
- 16 (+3)
- CHA
- 10 (+0)
While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
The adept wears a teleporter ring.
Actions
The adept makes three unarmed strikes or three dart attacks.
Melee Weapon Attack: +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.
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
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.
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Source: Waterdeep: Dragon Heist, p. 160 - Licenses and attribution