Ascetic Grandmaster
Medium Humanoid, (CR 14)Armor Class 20
Hit Points 172 (23d8+69)
Speed 60 ft., climb 60 ft.
16 (+3)
20 (+5)
16 (+3)
10 (+0)
20 (+5)
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