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.
Halfling Nimbleness. <$title_short_name$> can move through a space of a Medium or larger creature.
Brave. <$title_short_name$> has advantage on saving throws against being frightened.
Multiattack. The adept makes three unarmed strikes or three dart attacks.
Unarmed Strike. 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:
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit:5 (1d4 + 3) piercing damage.
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.
The adepts believe that Manshoon should be the Zhantarim leader and serves him fearlessly.