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<title>Ascetic Grandmaster</title>
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<body>
<h1>Ascetic Grandmaster</h1>
<p><em>Medium</em> <em>Humanoid</em></p>
<ul>
<li><strong>Armor Class:</strong> 20</li>
<li><strong>Hit Points:</strong> 172 (23d8+69)</li>
<li><strong>Speed:</strong> walk 60 ft. climb 60 ft.</li>
<li><strong>Challenge Rating:</strong> 14 (11,500 XP)</li>
<li><strong>Source:</strong> A5e Monstrous Menagerie, page 465</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>20 (+5)</td>
<td>16 (+3)</td>
<td>10 (+0)</td>
<td>20 (+5)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +8, Dex +10, Con +8, Int +5, Wis +10, Cha +5</li>
<li><strong>Skills:</strong> acrobatics +10, athletics +8, perception +10, stealth +10</li>
<li><strong>Damage Resistances:</strong> damage from nonmagical weapons</li>
<li><strong>Condition Immunities:</strong> charmed, frightened, poisoned</li>
<li><strong>Senses:</strong> passive Perception 22</li>
<li><strong>Languages:</strong> any one</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Athlete:</strong> 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.</li>
<li><strong>Evasion:</strong> 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.</li>
<li><strong>Magic Resistance:</strong> The grandmaster has advantage on saving throws against spells and magical effects.</li>
<li><strong>Mobile:</strong> 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.</li>
<li><strong>Reactive:</strong> The grandmaster can take a reaction on each creatures turn.</li>
<li><strong>Stunning Strike (1/Turn):</strong> 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.</li>
<li><strong>Unarmored Defense:</strong> The grandmasters AC equals 10 + their Dexterity modifier + their Wisdom modifier.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The grandmaster attacks six times.</li>
<li><strong>Unarmed Strike:</strong> Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.</li>
</ul>
<h3>Bonus Actions</h3>
<ul>
<li><strong>Trained Dash:</strong> The grandmaster takes the Dash action.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Deft Dodge (1/Round):</strong> When an attacker that the grandmaster can see hits them with an attack, the grandmaster halves the attacks damage against them.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/a5e_monstrous_menagerie/ascetic-grandmaster-a5e.md">Markdown Format</a></p>
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