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Ascetic Grandmaster

Challenge
Tags
str
16
dex
20
con
16
int
10
wis
20
cha
10

AC 20 (Wisdom)

HP 172 (23d8 + 69; bloodied 86)

Speed 60 ft., climb 60 ft.


Proficiency +5; Maneuver DC 18

Saving Throws Str +8, Dex +10, Con +8, Int +5, Wis +10, Cha +5

Skills Acrobatics +10 (+1d4), Athletics +8, Perception +10 (+1d4), Stealth +10

Damage Resistances damage from nonmagical weapons

Damage Immunity poison

Condition Immunities charmed , frightened , poisoned

Senses passive Perception 22

Languages any one


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 creature’s 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 grandmaster’s next turn.

Unarmored Defense. The grandmaster’s 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 attack’s damage against them.

Description

Ascetic grandmasters lead the finest monasteries in the world or travel alone seeking worthy challenges and students. They often appear unassuming, but challenging the speed and strength of these legendary martial artists is akin to challenging a hurricane.

Encounters

CR 11–16 ascetic grandmaster

Treasure 2 potions of superior healing , ring of jumping

CR 17–22 ascetic grandmaster with 1 or 2 pugilists ; ascetic grandmaster with 1d4 priests

Treasure rare prayer book (5,000 gp), boots of speed , cloak of protection

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.