Ascetic Grandmaster (5e Creature)
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Medium humanoid (any race), any alignment
Armor Class 20 (unarmored defense)
Saving Throws Str +8, Dex +10, Con +8, Int +5, Wis +10, Cha +5
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. If the grandmaster is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Magic Resistance. The grandmaster has advantage on saving throws against spells and other magical effects.
Magic Weapons. The grandmaster’s unarmed weapon attacks are magical.
Reactive. The grandmaster can take 1 reaction on every turn in combat.
Stunning Strike (1/Turn). When the grandmaster hits a creature with a melee attack, the grandmaster can force that creature to make a DC 18 Constitution saving throw. On a failure, the target is stunned until the end of the grandmaster’s next turn.
Unarmored Defense. When unarmored, the grandmaster’s Armor Class increases by a number equal to its Wisdom modifier.
Multiattack. The ascetic grandmaster makes six melee attacks.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Ascetic grandmasters lead some of the finest monasteries in the world or travel as hermits seeking worthy challenges and students. They appear unassuming, but challenging the speed and strength of these legendary martial artists is akin to challenging a hurricane.
Recommended Magic Items
The ascetic grandmaster may be equipped with one or more of the following magic items at the GM’s discretion: boots of speed, cloak of protection, ring of jumping, and two potions of superior healing.
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