Small humanoid, lawful evil
- Armor Class
- 16
- Hit Points
- 49 (11d6 + 11)
- Speed
- 25 ft.
- Challenge
- 3 (700 XP)
- Skills
- Insight +5, Stealth +5, Acrobatics +5
- Senses
- passive Perception 13
- Languages
- Common, Halfling
Traits
While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
The adept wears a teleporter ring.
The adept can move through a space of a Medium or larger creature.
The adept has advantage on saving throws against being frightened.
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:
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.