Temman Dander

An old stout halfling monk who is a member of the Greasy Snitches. Drunk and unpredictable, he usually causes more problems to the people he’s with but he can be a strong ally when it counts.

  • What They Want. I swear nobody knows what he wants. Maybe he’s the only one who knows?
  • Trap Disabler. He used his body once to disable a trap in a dungeon. I know, this information is not really important.

Temman Dander (Martial Arts Adept)

Small humanoid (halfling), lawful evil

  • Armor Class 16
  • Hit Points 60 (11d8 + 11)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 13 (+1) 11 (+1) 16 (+3) 10 (+0)
  • Skills Acrobatics +5, Insight +5, Stealth +5
  • Senses passive Perception 13
  • Languages Common
  • Challenge 3 (700 XP)

Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The adept makes three unarmed strikes or three dart attacks Unarmored Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:

  • The target must succeed a DC 13 Strength saving throw or drop one item it is holding (adept’s choice).
  • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
  • The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile it it’s small enough to hold in one hand and the adept has a hand free.