Ascetic Grandmaster

Medium Humanoid, (CR 14)

Armor Class 20

Hit Points 172 (23d8+69)🎲

Speed 60 ft., climb 60 ft.


STR

16 (+3)

DEX

20 (+5)

CON

16 (+3)

INT

10 (+0)

WIS

20 (+5)

CHR

10 (+0)


Skills

Senses passive Perception 22

Languages any one

Challenge Rating 14

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.


sizeMedium

typeHumanoid

group

alignment

strength_save8

dexterity_save10

constitution_save8

intelligence_save5

wisdom_save10

charisma_save5

perception

damage_vulnerabilities

damage_resistancesdamage from nonmagical weapons

damage_immunities

condition_immunitiescharmed, frightened, poisoned

cr14

reactionsname: Deft Dodge (1/Round),desc: When an attacker that the grandmaster can see hits them with an attack, the grandmaster halves the attacks damage against them.,name: Ascetic grandmasters lead the finest monasteries in the world or travel alone seeking worthy challenges and students,desc: They often appear unassuming, but challenging the speed and strength of these legendary martial artists is akin to challenging a hurricane.,name: Trained Dash,desc: The grandmaster takes the Dash action.

legendary_desc

legendary_actions

special_abilitiesname: Athlete,desc: 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.,name: Evasion,desc: 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.,name: Magic Resistance,desc: The grandmaster has advantage on saving throws against spells and magical effects.,name: Mobile,desc: 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.,name: Reactive,desc: The grandmaster can take a reaction on each creatures turn.,name: Stunning Strike (1/Turn),desc: 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.,name: Unarmored Defense,desc: The grandmasters AC equals 10 + their Dexterity modifier + their Wisdom modifier.

spell_list

page_no465

document__license_urlhttp://open5e.com/legal

document__slugmenagerie

document__titleLevel Up Advanced 5e Monstrous Menagerie

document__urlhttps://www.levelup5e.com

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Level Up Advanced 5e Monstrous Menagerie, page no. 465
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