Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Assassinate: During its first turn has advantage on attack rolls against any creature that hasn't taken a turn. Any hit against a surprised creature is a critical hit.
Evasion: If subject to an effect that allows it to make a Dexterity saving throw to take only half damage, thr monk instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack: Once per turn, the monk deals an extra 4d6 damage when it hits a target and has advantage on the attack roll or when target is within 5 feet of an ally that is not incapacitated.
Deflect Missile: In response to being hit by a ranged weapon attack, the monk deflects the missile. The damage it takes is reduced by 1d10+3. If the damage is reduced to 0, the monk catches the missile if it's small enough to hold in one hand and has a hand free.
Stunning Strike: the monk can interfere with the flow of ki in an opponent's body, when they hit with a melee attack. The target must succeed on a Constitution saving throwing DC 14, or be stunned until the end of the monk's next turn. This ability recharges on a 5 or 6.
Multiattack. The monk makes two attacks.
Fist Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and if the target is a creature, it must succeed on a DC 14 Dexterity saving throw or be knocked prone.
Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, must make a DC 15 Constitution saving throw, taking 2d4 poison damage on a failed save, or half as much on a successful one.
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