Martial Artist
Attacks have Disadvantage against them and they can make one bonus Unarmed Strike per Turn.

- Unarmed Strike.
1d4
These minions are more dangerous than their die size would indicate due to being able to attack twice. Treat them as a d10 minion (recommended Hero level 10+).

- •Unarmed Strike (2x).1d6+3
- •Wind Step.
Move up to half Speed, ignoring Opportunity Attacks. Any amount of movement can be replaced with Jump.

When missed, redirect the attack to a Creature within the attack's range as if originating from the Martial Artist.
- •Unarmed Strike (3x).1d6+4
- •Mist Step.
Move up to half Speed, ignoring Opportunity Attacks. Attacks against you until your next Turn have an additional stack of Disadvantage.

When missed, redirect the attack to a Creature within the attack's range as if originating from the Martial Artist.
- •Unarmed Strike (3x).1d6+5
- •Fire Step.
Move up to half Speed. Until their next Turn, they can make an Unarmed Strike attack against a Creature in Melee hits on an attack against them.
- •Earth Stance.
(Concentration) Gain Heavy Armor and Unarmed Strikes can Knockback 2 on Damage.
