Inspiring Demise (1/Day). When the sensei is reduced to 0 hit points, each creature of its choice that can see or hear the sensei gains 20 temporary hit points. Until the end of each affected creature's next turn, it can Dash as a bonus action and it has advantage on attack rolls.
Nimble. The sensei can take the Dash or Disengage action as a bonus action on each of its turns. When it Dashes, its jump distance is doubled for the turn and it can move along vertical surfaces and across liquids on its turn without falling during the move.
Unarmored Defense. While the sensei is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Multiattack. The sensei makes four unarmed strikes or four dart attacks, then uses its Inspire Ally.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or else be pushed 10 feet away from the sensei, knocked prone, and stunned until the end of its next turn.
Dart. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Inspire Ally. The sensei targets one ally it can see within 30 feet of it. If the target can see and hear the sensei, the target can use its reaction to move up to half its speed, gain 10 temporary hit points, and make one weapon attack.
Deflect Missile. When the sensei is hit by a ranged weapon attack, it deflects the missile. The damage it takes from the attack is reduced by 16 (2d10 + 5). If the damage is reduced to 0, the sensei catches the missile if it's small enough to hold in one hand and the sensei has a free hand.
Description
Each elder sensei has mastered not only martial arts, but also the arts of teaching and inspiring. They usually have many devoted disciples, such as martial artists and acolytes, seeking their wisdom and fighting techniques.
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