Ascetic Grandmaster
Medium Humanoid
Armor Class 20
Hit Points 172 (23d8+69)
Speed walk +60, climb +60
Challenge 14
Saving Throws cha +5, con +8, dex +10, int +5, str +8, wis +10
Skills stealth +10, athletics +8, acrobatics +10, perception +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.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open