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Ojutai Adept

Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. The students of Clan Ojutai train at monastic sanctuaries, cultivating a variety of styles. Some favor cunning and subterfuge, others pull on the magic around them to empower their attacks, and others till practice weapon mastery.
Type
Religious, Military
Form of Address
Student
Alternative Naming
apprentice, novice
Related Organizations
Related Professions

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Planeshift Tarkir

Ojutai Adept CR: 3

Medium humanoid (any race), any
Armor Class: 16 (unarmored defense)
Hit Points: 60 (11d8 + 11) 11d8+11
Speed: 40 ft

STR

11 +0

DEX

17 +3

CON

13 +1

INT

11 +0

WIS

16 +3

CHA

10 +0

Skills: Acrobatics +5, Insight +5, Stealth +5
Senses: passive Perception 13
Languages: Common plus any two languages
Challenge Rating: 3

Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The adept makes three Unarmed Strike attacks or five Dart attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Once per turn, the adept can cause one of the following additional effects (choose one or roll a d4):

  • 1–2: Knock Down. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
  • 3–4: Push. The target must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet directly away from the adept.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free.

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