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Epic Adept

Medium humanoid (human), neutral adept (open hand, drunken master) 21

Armor Class 23 (Wisdom, bracers of defense, ring of protection)
Hit Points 136 (21d8+42)
Speed 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 15 (+2) 15 (+2) 20 (+5) 13 (+1)

Saving Throws Str +11, Dex +13, Con +12, Int +10, Wis +13, Cha +9
Skills Athletics +10, History +9, Insight +12, Investigation +9, Perception +12, Performance +8, Stealth +12
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 22
Languages Common
Challenge 19 (22,000 XP)

SPECIAL TRAITS

  • Cloak of Displacement. While the adept wears this cloak, it projects an illusion that makes them appear to be standing in a place near their actual location, causing any creature to have disadvantage on attack rolls against them. If adept takes damage, the property ceases to function until the start of their next turn. This property is suppressed while the adept is incapacitated, restrained, or otherwise unable to move.
  • Evasion. When the adept is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
  • Focus (21 Points/Short Rest). When the adept rolls for initiative and has no focus remaining, they regain 4 focus.
  • Diamond Soul. Whenever the adept makes a saving throw and fails, they can spend 1 focus to reroll it and take the second result.
  • Empty Body. The adept can use their action to spend 4 focus to become invisible for 1 minute. During that time, they also have resistance to all damage but force damage. Additionally, the adept can spend 8 focus to cast the astral projection spell, without needing material components. When they do so, they can’t take any other creatures with them.
  • Quivering Palm. When the adept hits a creature with an unarmed strike, they can spend 3 focus to start imperceptible vibrations which last for 21 days. The vibrations are harmless unless the adept uses an action to end them. To do so, the adept and the target must be on the same plane of existence. When the adept uses this action, the creature must make a DC 19 Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 55 (10d10) necrotic damage. The adept can have only one creature under the effect of this feature at a time. They can choose to end the vibrations harmlessly without using an action.
  • Step of the Wind. The adept can spend 1 focus to take the Disengage or Dash action as a bonus action.
  • Stunning Strike. The adept can spend 1 focus to attempt to stun a creature they hit with a melee weapon attack. The target must succeed on a DC 19 Constitution saving throw or be stunned until the end of the adept’s next turn.
  • Goggles of Night. While wearing these dark lenses, the adept has darkvision out to a range of 60 feet.
  • Open Hand Technique. Whenever the adept hits a creature with one of the attacks granted by their Flurry of Blows, they can impose one of the following effects on that target:
  • It must succeed on a DC 19 Dexterity saving throw or be forced prone.
  • It must make a DC 19 Strength saving throw. If it fails, the adept can push it up to 15 feet away from them.
  • It can’t take reactions until the end of the adept’s next turn.
  • Prestige. Commoners and other NPCs recognize the adept or at the very least know their name, and the adept is treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. The adept acquires students everywhere they go. These students remain in one central location of the adept’s choosing and follow their edicts, sometimes acting as a vigilante police force to best enact the adept’s societal beliefs in their absence. The adept has advantage on Wisdom (Insight) and Charisma checks made against their students.
  • Stillness of Mind. The adept can use an action to end one effect on themself that is causing them to be charmed or frightened.
  • Tempo. The adept regains 1 focus whenever they score a critical hit, a creature fails its saving throw against the adept’s Stunning Fist by 10 or more, or the adept is targeted by an attack roll with a natural 1 result on the d20 roll.
  • Tranquility. At the end of a long rest, the adept gains the effect of a sanctuary spell (save DC 19) that lasts until the start of their next long rest (the spell can end early as normal).
  • Tongue of the Sun and Moon. The adept understands all spoken languages and a creature that understands a language can understand what they say.
  • Wholeness of Body (1/Long Rest). The adept can use an action to regain 63 hit points.

ACTIONS

  • Extra Attack. The adept attacks twice.
  • Flurry of Blows. When the adept takes the attack action, they can use a bonus action to attack a third time, or they can spend 1 focus and a bonus action to use Flurry of Blows to attack a third and fourth time. In addition, when the adept uses Flurry of Blows, until the end of their turn their Speed increases by 10 feet and their movement doesn’t provoke opportunity attacks.
  • Unarmed. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) magical bludgeoning damage.
  • +3 Shortswords. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (1d10+8) magical piercing damage.

REACTIONS

  • Deflect Missile. The adept can use their reaction to deflect or catch the missile when they are hit by a ranged weapon attack. When they do so, the damage they take from the attack is reduced by 311d10+26). When the damage is reduced to 0, the adept can catch the missile if it is small enough for them to hold in one hand and they have at least one hand free. If they catch a missile in this way, the adept can spend 1 focus to make a ranged attack with the weapon or piece of ammunition they just caught, as part of the same reaction (+12 to hit, range 20/60 ft., 1d10+5 damage).
  • Slow Fall. The adept can use their reaction when they fall to reduce any falling damage they take by 105.
Section 15: Copyright Notice
Epic Depths © 2021 Mike Myler, published under license by Legendary Games.