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. The adept can move through a space of a Medium or larger creature.
Brave. The adept 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.