Ascetic Grandmaster A5E
CR 14 humanoid
Medium humanoid, chaotic evil
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.
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.
The grandmaster has advantage on saving throws against spells and magical effects.
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.
The grandmaster can take a reaction on each creatures 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 grandmasters next turn.
The grandmasters AC equals 10 + their Dexterity modifier + their Wisdom modifier.
Actions
The grandmaster attacks six times.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Bonus Actions
The grandmaster takes the Dash action.
Reactions
When an attacker that the grandmaster can see hits them with an attack, the grandmaster halves the attacks damage against them.
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details