Sources
CR
Type
Size
Alignment
Movement

Zhent Martial Arts Adept

Small Humanoid (halfling), Lawful Evil

Armor Class 16
Hit Points 49 (11d6 + 11)
Speed 25 ft.
STR
11
+0
DEX
17
+3
CON
13
+1
INT
11
+0
WIS
16
+3
CHA
10
+0
Skills Acrobatics +5, Insight +5, Stealth +5
Senses passive Perception 13
Languages Common, Halfling
Challenge 3 (700 XP)

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.

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.

Actions

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:

  • 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 Weapon Attack: +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.

Lore

The adepts believe that Manshoon should be the Zhantarim leader and serves him fearlessly.