Ascetic Grandmaster
Medium Humanoid
- Armor Class: 20
- Hit Points: 172 (23d8+69)
- Speed: walk 60 ft. climb 60 ft.
- Challenge Rating: 14 (11,500 XP)
- Source: A5e Monstrous Menagerie, page 465
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
20 (+5) |
16 (+3) |
10 (+0) |
20 (+5) |
10 (+0) |
- Saving Throws: Str +8, Dex +10, Con +8, Int +5, Wis +10, Cha +5
- Skills: acrobatics +10, athletics +8, perception +10, stealth +10
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: charmed, frightened, poisoned
- Senses: passive Perception 22
- Languages: any one
Special Abilities
- Athlete: The grandmaster only uses 5 feet of movement when standing from prone and can make a running jump after moving only 5 feet rather than 10.
- Evasion: When the grandmaster makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.
- Magic Resistance: The grandmaster has advantage on saving throws against spells and magical effects.
- Mobile: After the grandmaster makes a melee attack against a creature on their turn, until the end of their turn they do not provoke opportunity attacks from that creature.
- Reactive: The grandmaster can take a reaction on each creatures turn.
- Stunning Strike (1/Turn): When the grandmaster hits a creature with a melee attack, they can force it to make a DC 18 Constitution saving throw. On a failure, it is stunned until the end of the grandmasters next turn.
- Unarmored Defense: The grandmasters AC equals 10 + their Dexterity modifier + their Wisdom modifier.
Actions
- Multiattack: The grandmaster attacks six times.
- Unarmed Strike: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Bonus Actions
- Trained Dash: The grandmaster takes the Dash action.
Reactions
- Deft Dodge (1/Round): When an attacker that the grandmaster can see hits them with an attack, the grandmaster halves the attacks damage against them.
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