Ascetic Grandmaster

Medium Humanoid

Armor Class 20

Hit Points 172 (23d8+69)

Speed walk +60, climb +60

Challenge 14

STR
16
+3
DEX
20
+5
CON
16
+3
INT
10
+0
WIS
20
+5
CHA
10
+0

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