Monks

Careful Initiate CR 1/2

XP 200

Human monk 1

LN Medium humanoid (human)

Init +3; Senses Perception +6

Defense

AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 Wis)

hp 9 (1d8+1)

Fort +2, Ref +5, Will +4

Offense

Speed 30 ft.

Melee unarmed strike +3 (1d6+1) or kama +3 (1d6+1) or unarmed strike flurry of blows +2/+2 (1d6+1)

Ranged light crossbow +3 (1d8/19–20) or shuriken +3 (1d2+1) or shuriken flurry of blows +2/2 (1d2+1)

Special Attacks flurry of blows, stunning fist (1/day, DC 12)

Tactics

Before Combat The monk uses Stealth to catch enemies off-guard, starting any surprise round with Stunning Fist.

During Combat The monk never fights multiple opponents if she can help it, and prefers to use her shuriken with a flurry of blows before entering melee.

Statistics

Str 12, Dex 16, Con 10, Int 13, Wis 15, Cha 8

Base Atk +0; CMB +1; CMD 17

Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Stunning Fist, Weapon Finesse

Skills Acrobatics +7, Knowledge (history, religion) +5,Perception +6, Sense Motive +6, Stealth +7

Languages Common, Dwarven

Combat Gearpotions of cure light wounds (2), potions of mage armor (2), potions of magic weapon (2); Other Gear kama, light crossbow with 10 bolts, shuriken (20), 50 gp

Neophyte monks are often eager to prove their mettle in battle, but just as often their strict training means they tend to act tentatively when deprived of their master's guidance.

Bullying Brawler CR 1

XP 400

Human monk 2

LE Medium humanoid (human)

Init +5; Senses Perception +7

Defense

AC 14, touch 14, flat-footed 12 (+1 Dex, +1 dodge, +2 Wis)

hp 17 (2d8+5)

Fort +5, Ref +4, Will +5

Defensive Abilities evasion

Offense

Speed 30 ft.

Melee unarmed strike +5 (1d6+4) or mwk nunchaku +6 (1d6+4) or mwk nunchaku flurry of blows +4/+4 (1d6+4)

Ranged light crossbow +2 (1d8/19–20)

Special Attacks flurry of blows, stunning fist (2/day, DC 13)

Tactics

Before Combat The monk drinks his potion of bull's strength if facing more than two opponents.

During Combat The monk uses flurry of blows whenever possible, especially against opponents successfully affected by his stunning fist. If reduced to 5 hit points or fewer, he withdraws to drink one of his potions of cure light wounds before returning to the fray.

Base Statistics Without bull's strength, the monk's statistics are Melee unarmed strike +3 (1d6+2) or mwk nunchaku +4 (1d6+2) or flurry of blows (nunchaku) +2/+2 (1d6+2); Str 15; CMB +3; CMD 17.

Statistics

Str 19, Dex 12, Con 15, Int 8, Wis 14, Cha 10

Base Atk +1; CMB +5; CMD 19

Feats Blind-Fight, Dodge, Improved Initiative, Improved Unarmed Strike, Scorpion Style, Stunning Fist

Skills Acrobatics +5, Bluff +1, Intimidate +5, Perception +7, Sense Motive +7, Stealth +5

Languages Common

Combat Gearpotion of bull's strength, potions of cure light wounds (2), acid (2); Other Gear light crossbow with 20 bolts, masterwork nunchaku, 23 gp

Bullying brawlers are often sent to confront those who cross an order of monks. They are relentless in their pursuit of vengeance.

Vigilant Bodyguard CR 2

XP 600

Human monk 3

LN Medium humanoid (human)

Init +5; Senses Perception +10

Defense

AC 20, touch 16, flat-footed 18 (+4 armor, +1 Dex, +1 dodge, +4 Wis)

hp 20 (3d8+3)

Fort +4, Ref +4, Will +7; +2 vs. enchantments

Defensive Abilities evasion

Offense

Speed 40 ft.

Melee unarmed strike +5 (1d6+2) or nunchaku +4 (1d6+2) or unarmed strike flurry of blows +3/+3 (1d6+2)

Ranged shuriken +3 (1d2+2)

Special Attacks flurry of blows, stunning fist (3/day, DC 15)

Tactics

Before Combat The monk drinks her potion of owl's wisdom to enhance her AC and Perception, as well as a potion of mage armor.

During Combat The monk uses a flurry of blows to make disarm attempts with her nunchaku. If protecting someone, she uses Stunning Fist before withdrawing with her charge.

Base Statistics Without owl's wisdom and mage armor, the monk's statistics are Senses Perception +8; AC 15, touch 14, flat-footed 13; Wis 15; CMD 18; Skills Perception +8, Sense Motive +8, Survival +3.

Statistics

Str 14, Dex 13, Con 12, Int 10, Wis 19, Cha 8

Base Atk +2; CMB +5; CMD 20

Feats Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike)

Skills Acrobatics +7 (+11 when jumping), Climb +6, Intimidate +5, Perception +10, Sense Motive +10, Stealth +7, Survival +5, Swim +6

SQ fast movement, maneuver training

Combat Gearpotions of cure light wounds (3), potion of mage armor, potion of magic weapon, potion of owl's wisdom, smokesticks (3); Other Gear dagger, nunchaku, shuriken (20), bracers of armor +1, 30 gp

Some monk orders hire out vigilant bodyguards to princelings, merchants, and priests with compatible interests and philosophies.

Spry Ambusher CR 3

XP 800

Gnome monk 4

LN Small humanoid (gnome)

Init +1; Senses low-light vision; Perception +12

Defense

AC 21, touch 17, flat-footed 19 (+4 armor, +1 Dex, +1 dodge, +1 monk, +1 size, +3 Wis)

hp 25 (4d8+4)

Fort +5, Ref +6, Will +8; +2 vs. enchantments and illusions

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion

Offense

Speed 30 ft.

Melee unarmed strike +6 (1d6+1) or +1 kama +6 (1d4+2) or unarmed strike flurry of blows +5/+5 (1d6+1)

Ranged shuriken +5 (1d1+1) or shuriken flurry of blows +4/+4 (1d1+1)

Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, flurry of blows, stunning fist (4/day, DC 15)

Gnome Spell-Like Abilities (CL 4th; concentration +5)

1/day—dancing lights, ghost sound, prestidigitation, speak with animals

Tactics

Before Combat The monk drinks her potion of mage armor and applies her oil of magic weapon.

During Combat The rogue uses Acrobatics skill to move through combat, helping allies flank.

Base Statistics Without mage armor and magic weapon, the monk's statistics are AC 18, touch 17, flat-footed 16; Melee kama +5 (1d4+1).

Statistics

Str 12, Dex 13, Con 10, Int 12, Wis 16, Cha 12

Base Atk +3; CMB +4; CMD 19

Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Scorpion Style, Stunning Fist, Weapon Focus (unarmed strike)

Skills Acrobatics +8, Bluff +5, Climb +6, Perception +12, Stealth +12

Languages Common, Elven, Gnome, Sylvan

SQ fast movement, ki pool (5 points, magic), maneuver training, slow fall 20 ft.

Combat Gearpotions of cure light wounds (2), potion of mage armor, oil of magic weapon, smokestick, tanglefoot bag; Other Gear kama, shuriken (20), bracers of armor +1, cloak of resistance +1, 124 gp

These gnomes often protect gnome communities in groups that skirmish in the name of their lawful lord.

Cruel Devotee CR 4

XP 1,200

Human monk 5

LE Medium humanoid (human)

Init +5; Senses Perception +11

Defense

AC 17, touch 17, flat-footed 15 (+1 deflection, +1 Dex, +1 dodge, +1 monk, +3 Wis)

hp 31 (5d8+5)

Fort +6, Ref +6, Will +8; +2 vs. enchantments

Defensive Abilities evasion; Immune disease

Offense

Speed 40 ft.

Melee unarmed strike +6 (1d8+3) or mwk siangham +7 (1d6+3) or unarmed strike flurry of blows +6/+6 (1d8+3)

Ranged javelin +4 (1d6+3)

Special Attacks flurry of blows, stunning fist (5/day, DC 15)

Tactics

During Combat The monk uses Stunning Fist to make opponents drop weapons, attacking if foes try to retrieve them.

Statistics

Str 16, Dex 13, Con 12, Int 10, Wis 16, Cha 8

Base Atk +3; CMB +8 (+10 grapple); CMD 23 (25 vs. grapple)

Feats Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Power Attack, Scorpion Style, Stunning Fist

Skills Acrobatics +7 (+12 when jumping), Climb +8, Intimidate +7, Knowledge (religion) +8, Perception +11, Sense Motive +11, Stealth +9

Languages Common

SQ fast movement, high jump, ki pool (5 points, magic), maneuver training, purity of body, slow fall 20 ft.

Combat Gearpotions of cure light wounds (2); Other Gear javelin, masterwork siangham, cloak of resistance +1, ring of protection +1, 347 gp

Cruel devotees serve as the guardians and agents of monastic orders, taking on secret missions and even assassinations in order to protect the orders' interests.

Nimble Shuriken Thrower CR 5

XP 1,600

Halfling monk 6

LN Small humanoid (halfling)

Init +3; Senses Perception +11

Defense

AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +1 monk, +1 size, +2 Wis)

hp 40 (6d8+10)

Fort +7, Ref +9, Will +8; +2 vs. enchantments, +2 vs. fear

Defensive Abilities evasion; Immune disease

Offense

Speed 40 ft.

Melee unarmed strike +7 (1d6+2) or unarmed strike flurry of blows +7/+7/+2 (1d6+2)

Ranged mwk shuriken +9 (1d1+2) or mwk shuriken flurry of blows +9/+9/+4 (1d1+2)

Special Attacks flurry of blows, stunning fist (6/day, DC 15)

Tactics

During Combat The monk relies on her shuriken, using Shot on the Run to begin and end behind cover. If cornered, she uses Stunning Fist and then escapes to a safe distance.

Statistics

Str 14, Dex 17, Con 12, Int 10, Wis 14, Cha 10

Base Atk +4; CMB +7; CMD 22

Feats Deadly Aim, Deflect Arrows, Dodge, Improved Unarmed Strike, Mobility, Point-Blank Shot, Shot on the Run, Stunning Fist

Skills Acrobatics +14 (+24 when jumping), Climb +12, Knowledge (local) +4, Perception +11, Sense Motive +8, Stealth +13, Swim +6

Languages Common, Halfling

SQ fast movement, high jump, ki pool (5 points, magic), maneuver training, purity of body, slow fall 30 ft.

Combat Gearpotions of cure light wounds (2), potion of invisibility; Other Gear masterwork shuriken (20), belt of incredible dexterity +2, 130 gp

These short-statured monks do their best to stay out of close combat, backing up their companions with well-placed shuriken.

Harrying BruteCR 6

XP 2,400

Human monk 7

LN Medium humanoid (human)

Init +5; Senses Perception +11

Defense

AC 20, touch 16, flat-footed 18 (+4 armor, +1 Dex, +1 dodge, +1 monk, +3 Wis)

hp 45 (7d8+10)

Fort +7, Ref +7, Will +9; +2 vs. enchantments

Defensive Abilities evasion; Immune disease

Offense

Speed 50 ft.

Melee unarmed strike +10 (1d8+4) or mwk sai +10 (1d4+4) or unarmed strike flurry of blows +10/+10/+5 (1d8+4)

Ranged dagger +6 (1d4+4/19–20)

Special Attacks flurry of blows, stunning fist (7/day, DC 16)

Tactics

Before Combat The monk drinks his potion of mage armor.

During Combat The monk uses his sai to disarm opponents, then uses Scorpion Style. If an enemy succumbs, he performs a flurry of blows, augmented with a point from his ki pool, and attempts to stun the opponent.

Base Statistics Without mage armor, the monk's statistics are AC 16, touch 16, flat-footed 14.

Statistics

Str 18, Dex 13, Con 12, Int 10, Wis 16, Cha 8

Base Atk +5; CMB +11; CMD 25

Feats Combat Reflexes, Dodge, Improved Disarm, Improved Initiative, Improved Unarmed Strike, Power Attack, Scorpion Style, Step Up, Stunning Fist, Weapon Focus (unarmed strike)

Skills Acrobatics +10 (+25 when jumping), Climb +9, Intimidate +6, Knowledge (history) +5, Knowledge (local) +3, Knowledge (religion) +6, Perception +11, Perform (percussion) +6, Sense Motive +13, Swim +10

Languages Common

SQ fast movement, high jump, ki pool (6 points, magic), maneuver training, purity of body, slow fall 30 ft., wholeness of body

Combat Gearpotions of cure light wounds (2), potions of mage armor (2), potions of magic weapon (2); Other Gear dagger, masterwork sai, belt of giant strength +2, cloak of resistance +1, 395 gp

Axe Dancer CR 7

XP 3,200

Half-orc monk 8

LE Medium humanoid (human, orc)

Init +5; Senses darkvision 60 ft.; Perception +13

Defense

AC 18, touch 17, flat-footed 16 (+1 Dex, +1 dodge, +2 monk, +1 natural, +3 Wis)

hp 60 (8d8+21)

Fort +9, Ref +8, Will +10; +2 vs. enchantments

Defensive Abilities evasion, orc ferocity; Immune disease

Offense

Speed 50 ft.

Melee unarmed strike +10/+5 (1d10+4) or mwk greataxe +11/+6 (1d12+6/×3) or unarmed strike flurry of blows +10/+10/+5/+5 (1d10+4)

Ranged shuriken flurry of blows +7/+7/+2/+2 (1d4+4)

Special Attacks flurry of blows, stunning fist (8/day, DC 17)

Tactics

During Combat The monk uses Stunning Fist, Scorpion Style, and Greater Grapple.

Statistics

Str 18, Dex 12, Con 14,

Int 10, Wis 16, Cha 8

Base Atk +6; CMB +12 (+16 grapple); CMD 29 (31 vs. grapple)

Feats Defensive Combat Training, Dodge, Greater Grapple, Imp. Grapple, Imp. Initiative, Imp. Unarmed Strike, Power Attack, Scorpion Style, Stunning Fist

Skills Acrobatics +9 (+25 when jumping), Intimidate +12, Perception +13, Sense Motive +14, Stealth +11

Languages Common, Orc

SQ fast movement, high jump, ki pool (7 points, magic), maneuver training, orc blood, purity of body, slow fall 40 ft., weapon familiarity, wholeness of body

Combat Gearpotion of bull's strength; Other Gear masterwork greataxe, shuriken (20), amulet of natural armor +1, cloak of resistance +1, headband of inspired wisdom +2, 119 gp

Augmenting a monk's grace with the power of a greataxe, these half-orcs hack and crush their way to victory.

Steadfast Defender CR 8

XP 4,800

Dwarf monk 9

LN Medium humanoid (dwarf)

Init +1; Senses Perception +16

Defense

AC 22, touch 18, flat-footed 21 (+4 armor, +1 deflection, +1 Dex, +2 monk, +4 Wis)

hp 93 (9d8+49)

Fort +12, Ref +8, Will +11; +2 vs. poison, spells, and spell-like abilities; +2 vs. enchantments

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved evasion; Immune disease

Offense

Speed 50 ft.

Melee unarmed strike +9/+4 (1d10+3) or mwk heavy pick +10/+5 (1d6+4/×4) or unarmed strike flurry of blows +10/+10/+5/+5 (1d10+3)

Ranged mwk shuriken +8/+3 (1d2+3) or mwk shuriken flurry of blows +8/+8/+3/+3 (1d2+3)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, flurry of blows, stunning fist (9/day, DC 18)

Tactics

Before Combat The monk drinks his potions of mage armor and bear's endurance and tries to find a choke point where he can stand fast and hold off his enemies.

During Combat If he can control an opening such as a doorway, the monk does his best not to move or let others past. He uses Vital Strike whenever he cannot use flurry of blows. He uses Improved Bull Rush on any opponent that has failed its saving throw versus Scorpion Style, trying to remove it from direct combat. He trips those adjacent to him so he can make attacks of opportunity when they stand up from prone. Against a single opponent, the steadfast defender uses his ki pool to add extra attacks to his flurry of blows; against multiple opponents he uses it to improve his Armor Class.

Base Statistics When not under the effects of bear's endurance and mage armor, the monk's statistics are AC 19, touch 18, flat-footed 18; hp 75; Fort +10; Con 16.

Statistics

Str 16, Dex 12, Con 20, Int 10, Wis 18, Cha 6

Base Atk +6; CMB +12 (+14 bull rush or trip); CMD 30 (36 vs. bull rush or trip)

Feats Combat Reflexes, Defensive Combat Training, Improved Bull Rush, Improved Trip, Improved Unarmed Strike, Power Attack, Scorpion Style, Stand Still, Stunning Fist, Vital Strike

Skills Acrobatics +11 (+28 when jumping), Appraise +3 (+5 to assess nonmagical metals or gemstones), Climb +8, Knowledge (dungeoneering, engineering) +5, Perception +16 (+18 to notice unusual stonework), Sense Motive +12, Stealth +9

Languages Common, Dwarven

SQ fast movement, high jump, ki pool (8 points, magic), maneuver training, purity of body, slow fall 40 ft., wholeness of body

Combat Gearpotion of bear's endurance, potions of cure light wounds (2), potions of cure moderate wounds (2), potions of mage armor (2), potions of magic weapon (2), antitoxin, holy water (2); Other Gear masterwork heavy pick, masterwork shuriken (50), belt of giant strength +2, bracers of armor +1, cloak of resistance +1, ring of protection +1, 141 gp

Steadfast defenders often serve as guards in monasteries and as bodyguards for important dignitaries.

Branock Ulgrehn

Branock's friends and surviving enemies call him "The Immovable." Mixing dwarven stubbornness with his monk's training, Branock excels when he is guarding a single chokepoint. He was born the son of a minor dwarven thane, but chose to betray his family in exchange for the hand of the daughter of his father's rival. His betrayal was for naught, however, as he was double-crossed by his family's enemies and cast out from his childhood home. Now he hires himself out to this group or that, always searching for a way to erase his shame and win his way back into the warm embrace of his homeland, though he knows that this feat will prove to be nearly impossible—for dwarves do not easily forgive treachery.

Combat Encounters: Branock is typically employed to limit the escape routes on a battlefield. Other times he is hired on as a bodyguard or a bouncer, and could even be found guarding the vault in a bank or royal treasury.

Roleplaying Suggestions: While Branock often seems talkative and friendly, he rarely speaks of his shameful past to strangers. When he does, he tends to gloss over the details of his treachery and subsequent exile.

Cautious Hunter CR 9

XP 6,400

Half-orc monk 10

LE Medium humanoid (human, orc)

Init +5; Senses darkvision 60 ft., see invisibility; Perception +12

Defense

AC 21, touch 17, flat-footed 19 (+2 armor, +1 Dex, +1 dodge, +2 monk, +2 natural, +3 Wis)

hp 73 (10d8+25)

Fort +9, Ref +8, Will +10; +2 vs. enchantments

Defensive Abilities improved evasion, orc ferocity; Immune disease

Offense

Speed 60 ft.

Melee unarmed strike +11/+6 (1d10+4) or mwk falchion +12/+7 (2d4+6/18–20) or unarmed strike flurry of blows +12/+12/+7/+7 (1d10+4)

Ranged heavy crossbow +8 (1d10/19–20)

Special Attacks flurry of blows, stunning fist (10/day, DC 18)

Tactics

Before Combat The monk drinks potions of barkskin and see invisibility and ambushes foes whenever possible.

During Combat The monk charges, using Vital Strike in conjunction with Stunning Fist. Against stunned opponents, she employs her falchion and Power Attack. If surrounded or adjacent to a particularly powerful combatant, she uses Improved Bull Rush and then Lunge, pushing her enemies away and then forcing them to close again.

Base Statistics Without barkskin and see invisibility, the monk's statistics are Senses no see invisibility; AC 19, touch 17, flat-footed 17.

Statistics

Str 18, Dex 12, Con 14, Int 10, Wis 16, Cha 8

Base Atk +7; CMB +14 (+17 bull rush); CMD 28 (30 vs. bull rush)

Feats Dodge, Extra Ki, Improved Bull Rush, Improved Initiative, Improved Unarmed Strike, Lunge, Medusa's Wrath, Power Attack, Scorpion Style, Stunning Fist, Vital Strike

Skills Acrobatics +6 (+28 when jumping), Climb +12, Intimidate +9, Knowledge (history) +4, Perception +12, Sense Motive +16, Stealth +19, Survival +8, Swim +8

Languages Common, Orc

SQ fast movement, high jump, ki pool (10 points, lawful, magic), maneuver training, orc blood, purity of body, slow fall 50 ft., weapon familiarity, wholeness of body

Combat Gearpotions of barkskin (2), potions of cure moderate wounds (2), potion of see invisibility; Other Gear heavy crossbow with 20 bolts, masterwork falchion, belt of giant strength +2, bracers of armor +2, cloak of elvenkind, masterwork manacles, 195 gp

These monks often serve as enforcers and bounty hunters for monastic orders or lawful lords, tracking down those in need of punishment.

Tiaret the Huntress

Tiaret hunts violent criminals. She was once an initiate among a peaceful order of monks, but then her monastery was destroyed by brigands. Tiaret was the only survivor, and her firststint as a bounty hunter involved hunting down each of the attackers and bringing them to justice. Since then, Tiaret has continued to use her talents to capture lawbreakers. Though she prefers jobs where the bounty is wanted dead or alive, if she thinks an opponent might have value, she attacks with nonlethal force and renders the foe unconscious.

Combat Encounters: Tiaretprefers to work alone, as tracking an enemy requires a level of stealth and precision sellswords and spellcasters often lack. When forced to seek allies against a particularly powerful foe, she prefers the company of rogues and rangers.

Roleplaying Suggestions: Often sullen and stern, Tiaret is ever observant, always searching for those wanted by the law and trying to overhear conversations of people she believes are plotting to break the law. She has no tolerance for those who harass monks, cleric, inquisitors, or oracles. She believes in following the letter of the law, and cares little about the spirit.

Poisonous Performer CR 10

XP 9,600

Human monk 11

LE Medium humanoid (human)

Init +8; Senses Perception +14

Defense

AC 23, touch 21, flat-footed 18 (+2 armor, +1 deflection, +4 Dex, +1 dodge, +2 monk, +3 Wis)

hp 60 (11d8+7)

Fort +8, Ref +12, Will +11; +2 vs. enchantments

Defensive Abilities improved evasion; Immune disease, poison

Offense

Speed 60 ft.

Melee unarmed strike +12/+7 (1d10+1/19–20) or unarmed strike flurry of blows +13/+13/+8/+8/+3 (1d10+1/19–20)

Ranged shuriken +12/+7 (1d2+1 plus poison) or shuriken flurry of blows +13/+13/+8/+8/+3 (1d2+1 plus poison)

Special Attacks flurry of blows, stunning fist (11/day, DC 18)

Tactics

Before Combat The monk conceals her shuriken as the metal cymbals inside her tambourine, applying 2 doses of black adder venom or drow poison to the weapons before combat. She performs, bluffs, or connives her way to her target.

During Combat If the monk finds herself outnumbered, she uses flurry of blows with her poisoned shuriken. She shifts and feints through a melee. If her feint is successful, she trips that foe. Once the foe is on the ground, she slams down with a Stunning Fist. A poisonous performer does not hesitate to abandon combat if outmatched or seriously injured, drinking her potion of invisibility and fleeing the field to a place where she can drink a potion of disguise self, blend in, and disappear.

Statistics

Str 12, Dex 18, Con 10, Int 13, Wis 17, Cha 10

Base Atk +8; CMB +12 (+14 trip); CMD 30 (32 vs. trip)

Feats Combat Reflexes, Deadly Aim, Dodge, Improved Critical (unarmed strike), Improved Feint, Improved Initiative, Improved Trip, Improved Unarmed Strike, Point-Blank Shot, Skill Focus (Bluff), Stunning Fist, Vital Strike, Weapon Finesse

Skills Acrobatics +17 (+40 when jumping), Bluff +16, Climb +9, Linguistics +3, Perception +14, Perform (dance, percussion) +8, Sense Motive +17, Sleight of Hand +9, Stealth +15, Swim +5

Languages Common, Dwarven, Elven, Gnome

SQ diamond body, fast movement, high jump, ki pool (8 points, lawful, magic), maneuver training, purity of body, slow fall 50 ft., wholeness of body

Combat Gearpotion of cure light wounds, potion of disguise self, potion of invisibility, black adder venom (4), drow poison (4), oil of taggit; Other Gear shuriken (20), belt of incredible dexterity +2, bracers of armor +2, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, tambourine, 71 gp

The poisonous performer is a member of a monastery that seeks enlightenment in the perfection of murder and assassination. Such monks are poison users and masters of disguise, and often greatly feared in the lands around their monasteries. They are sometimes hunted by monks from other monasteries who believe their grim rites are a perversion of proper monastic practices.

Natessa the Angel of Death

Natessa came to the monastery on the far island when she was a young woman. She told the monks she had accidently killed a man with her horse, and wondered why it made her feel complete, at one with all being. The monks ushered her in, and though she was older than the other pupils, they trained her in the discipline of holy killing. Since that day, she has risen in the ranks, and is now one the monastery's prized slayers. Few expect the pretty but forgettable girl with the youthful gait to be a seasoned and a brutal killer.

Combat Encounters: Most people don't know they are in combat with Natessa until they have poisoned shuriken sticking out of them. Natessa usually works alone, but has been known to bring support for a particularly well-guarded target. She has also been associated with a small number of adventuring parties, but typically under a false identity.

Roleplaying Suggestions: While she's hunting a mark, Natessa takes on the persona of a traveling tambourine player or a prostitute.

Swift Brawler CR 11

XP 12,800

Human monk 12

LN Medium humanoid (human)

Init +2; Senses Perception +20

Defense

AC 23, touch 21, flat-footed 21 (+2 armor, +1 deflection, +2 Dex, +3 monk, +5 Wis)

hp 75 (12d8+18)

Fort +10, Ref +11, Will +14; +2 vs. enchantments

Defensive Abilities improved evasion; Immune disease, poison

Offense

Speed 70 ft.

Melee mwk quarterstaff +13/+8 (1d6+3) or +1 unarmed strike +13/+8 (2d6+4) or +1 unarmed strike flurry of blows +14/+14/+9/+9/+4 (2d6+3)

Ranged shuriken +11/+6 (1d2+3) or shuriken flurry of blows +12/+12/+7/+7/+2 (1d2+3)

Special Attacks flurry of blows, stunning fist (12/day, DC 21)

Tactics

Before Combat The monk uses Stealth to find a hiding spot in an effort to gain the element of surprise.

During Combat The monk uses Deflect Arrows to close in on ranged combatants. He uses Lunge to keep enemies at bay and flurry of blows to trip multiple opponents if surrounded, allowing him the full benefit of his Combat Reflexes when tripped opponents try to stand. A swift brawler uses Power Attack against enemies he has tripped or stunned, only risking the penalty on his attack rolls when his target's AC has been compromised in some way.

Statistics

Str 16, Dex 15, Con 12, Int 10, Wis 20, Cha 8

Base Atk +9; CMB +15 (+17 trip); CMD 33 (35 vs. trip)

Feats Acrobatic Steps, Combat Reflexes, Deflect Arrows, Extra Ki, Gorgon's Fist, Improved Trip, Improved Unarmed Strike, Lunge, Nimble Moves, Power Attack, Scorpion Style, Spring Attack, Stunning Fist

Skills Acrobatics +15 (+43 when jumping), Climb +11, Knowledge (geography, local) +4, Knowledge (history) +6, Knowledge (religion) +7, Linguistics +3, Perception +20, Sense Motive +18, Stealth +15, Swim +7

Languages Common, Dwarven, Elven, Gnome, Orc

SQ abundant step, diamond body, fast movement, high jump, ki pool (13 points, lawful, magic), maneuver training, purity of body, slow fall 60 ft., wholeness of body

Combat Gearpotion of cure light wounds, potion of mirror image; Other Gear masterwork quarterstaff, shuriken (20), amulet of mighty fists +1, belt of giant strength +2, bracers of armor +2, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, 46 gp

Swift brawlers serve as the vanguard of many monasteries' forces. They use speed and agility to track down and neutralize enemy leaders and spellcasters.

Ryoto

Once Ryoto was a gambler, a killer, and a thief. And then one day he walked away from that life—a depraved and wine-hazed existence of vice and violence. He sat down before the gates of a monastery high up in the hills, and did not move for over a week, meditating without food or water. When he finally spoke, he looked up at the monks of the order and merely said, "I am now you." The monks, sensing the fundamental truth in this cryptic statement, silently opened their doors and accepted him as one of their own.

When he came to the monastery, Ryoto was powerful and crafty, but undisciplined. The monks saw his potential, however, and did their best to break him down and remake him into a perfect warrior. After years of routine and training, he is now one of the greatest fighters in the school, and is revered and thought of as a great teacher, despite—or perhaps because of—the fact that he has not said a single word since entering the monastery.

Combat Encounters: Ryoto is the first one to come to the defense of his order, or to right some wrong he sees.

Roleplaying Suggestions: As someone who refuses to speak, or sometimes even to acknowledge the existence of others, Ryoto is difficult for others to communicate with. His companions often don't know his intent until he acts.

Monastic Sniper CR 12

XP 19,200

Elf monk 13

LN Medium humanoid (elf)

Init +3; Senses low-light vision; Perception +19

Defense

AC 24, touch 22, flat-footed 20 (+2 armor, +1 deflection, +3 Dex, +1 dodge, +3 monk, +4 Wis)

hp 85 (13d8+23)

Fort +11, Ref +13, Will +14; +4 vs. enchantments

Defensive Abilities improved evasion; Immune disease, poison, sleep; SR 23

Offense

Speed 70 ft.

Melee+1 rapier +12/+7 (1d6+3/15–20) or unarmed strike +11/+6 (2d6+2) or unarmed strike flurry of blows +13/+13/+8/+8/+3 (2d6+2)

Ranged mwk composite longbow +13/+8 (1d8+2/×3) or mwk shuriken +13/+8 (1d2+2) or mwk shuriken flurry of blows +14/+14/+9/+9/+4 (1d2+2)

Special Attacks flurry of blows, stunning fist (13/day, DC 20)

Tactics

Before Combat The monk tries to find cover from which to snipe at his enemies, using abundant step in conjunction with Stealth to make enemies think they face multiple attackers.

During Combat If the monk must enter melee, he uses Stunning Fist against flat-footed or disadvantaged opponents. If successful, he then uses his rapier in conjunction with Power Attack and Vital Strike. If he's outnumbered, the monk uses Spring Attack and Vital Strike to whittle down his foes.

Statistics

Str 14, Dex 16, Con 12, Int 11, Wis 18, Cha 10

Base Atk +9; CMB +15 (+17 disarm); CMD 33 (35 vs. disarm)

Feats Combat Reflexes, Deadly Aim, Dodge, Improved Critical (rapier), Improved Disarm, Improved Unarmed Strike, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Spring Attack, Stunning Fist, Vital Strike

Skills Acrobatics +15 (+44 when jumping), Bluff +5, Climb +8, Diplomacy +10, Knowledge (history, religion) +5, Linguistics +2, Perception +19, Sense Motive +15, Stealth +15

Languages Common, Dwarven, Elven, Sylvan

SQ abundant step, diamond body, diamond soul, elven magic, fast movement, high jump, ki pool (10 points, lawful, magic), maneuver training, purity of body, slow fall 60 ft., weapon familiarity, wholeness of body

Combat Gearelixir of truth, potion of blur, potions of comprehend languages (2), potions of cure moderate wounds (2), potion of cure serious wounds, potion of glibness; Other Gear+1 rapier, masterwork composite longbow (+2 Str) with 20 arrows, masterwork shuriken (50), belt of incredible dexterity +2, boots of elvenkind, bracers of armor +2, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +1, 179 gp

Both archers and diplomats, monastic snipers consider a well-placed warning shot the ideal method to open the channels of diplomacy from a position of power.

Tourindall Andarael

Many elves defend their enclaves with both well-placed arrows and honeyed words. Tourindall uses those same tactics to defend his fellow monks and their home. When strangers enter his order's lands, Tourindall is sent to spy on them and possibly warn them away.

Combat Encounters: Tourindall negotiates his way out of a fight if he can. If battle breaks out but negotiation still seems feasible, he disarms a single foe then offers to parley, or gets away to drink his potion of glibnessbefore returning to talk.

Roleplaying Suggestions: Tourindall is proud of his knowledge of both history and religion, and comes off as overly academic. He often weaves into his negotiations proverbs and myths from a variety of religions.

Little Fist CR 13

XP 25,600

Halfling monk 14

LN Small humanoid (halfling)

Init +8; Senses Perception +20

Defense

AC 29, touch 25, flat-footed 24 (+2 armor, +1 deflection, +4 Dex, +1 dodge, +3 monk, +2 natural, +1 size, +5 Wis)

hp 80 (14d8+14)

Fort +12, Ref +15, Will +16; +2 vs. enchantments, +2 vs. fear

Defensive Abilities improved evasion; Immune disease, poison; SR 24

Offense

Speed 60 ft.

Melee +1 unarmed strike +16/+11 (1d10+4) or +1 unarmed strike flurry of blows +18/+18/+13/+13/+8 (1d10+4)

Ranged mwk shortbow +16/+11 (1d4/×3)

Special Attacks flurry of blows, stunning fist (14/day, DC 22)

Tactics

Before Combat The monk often tries to reason or treat with potential foes in an effort to avoid unnecessary combat, or to quietly study enemies and discern each one's strengths and weaknesses. Once combat is unavoidable, he drinks potions of barkskin and bull's strength.

During Combat The monk trusts his improved evasion, high saves, and spell resistance to safeguard him against spellcasters, and focuses on martial opponents, combining Spring Attack and Stunning Fist. He uses Lunge against Small or Medium opponents, often using ki points to grant himself a bonus to AC and negate the penalty from using Lunge. When making a flurry of blows, he attempts a Stunning Fist on the first strike. He uses Snatch Arrows to return thrown weapons and Deadly Aim whenever he catches a weapon he is proficient with.

Base Statistics Without barkskin and bull's strength, the monk's statistics are AC 27, touch 25, flat-footed 22; Melee +1 unarmed strike +16/+11 (1d10+2) or +1 unarmed strike flurry of blows +18/+18/+13/+13/+8 (1d10+1); Str 12; CMB +14; CMD 34; Skills Climb +10, Swim +5.

Statistics

Str 16, Dex 18, Con 12, Int 11, Wis 20, Cha 10

Base Atk +10; CMB +16; CMD 36

Feats Combat Reflexes, Deadly Aim, Deflect Arrows, Dodge, Gorgon's Fist, Improved Initiative, Improved Unarmed Strike, Lunge, Point-Blank Shot, Scorpion Style, Snatch Arrows, Spring Attack, Stunning Fist, Weapon Finesse

Skills Acrobatics +20 (+48 when jumping), Climb +12, Knowledge (history) +16, Knowledge (religion) +8, Perception +20, Perform (wind) +7, Sense Motive +20, Stealth +21, Swim +7

SQ abundant step, diamond body, diamond soul, fast movement, high jump, ki pool (12 points, lawful, magic), maneuver training, purity of body, slow fall 70 ft., wholeness of body

Combat Gearpotions of barkskin (2), potions of bull's strength (2), potion of cure moderate wounds (2), universal solvent (2), tanglefoot bag; Other Gear masterwork shortbow with 20 arrows, amulet of mighty fists +1, belt of incredible dexterity +2, bracers of armor +2, cloak of resistance +1, headband of inspired wisdom +4, ring of protection +1, masterwork wooden flute, 419 gp

These monks are small, but powerful and well trained. Those who underestimate one of these halflings do so at their own peril.

Laoshi

Laoshi listens to the wind, and always does its bidding. Sometimes it tells him to help those in need. Other times it tells him to play his flute while a city burns. It's also led him on a number of adventures.

Combat Encounters: Though lawful, Laoshi is a servant of the wind. This can sometimes lead him to seemingly random acts, including outbursts of violence. In the end, however, it usually works out for the common good.

Roleplaying Suggestions: Laoshi makes his way through the land, playing his flute for the occasional coin. He hears much and often passes on that information to those the wind suggests.

Improvised Hurler CR 14

XP 38,400

Dwarf monk 15

LN Medium humanoid (dwarf)

Init +7; Senses Perception +22

Defense

AC 28, touch 22, flat-footed 24 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +3 monk, +2 natural, +4 Wis)

hp 91 (15d8+20)

Fort +13, Ref +15, Will +16; +2 vs. enchantments, +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved evasion; Immune disease, poison; SR 25

Offense

Speed 70 ft.

Melee+1 unarmed strike +16/+11/+6 (2d6+5/19–20)

Ranged improvised thrown weapon +15 (1d8+4/19–20)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, flurry of blows, quivering palm (1/day, DC 21), stunning fist (15/day, DC 21)

Tactics

Before Combat The monk drinks potions of barkskin and cat's grace.

During Combat This monk prefers to use improvised weapons like ladders, tankards, and chisels. If he happens upon a particularly effective and sturdy improvised weapon, he applies oil of greater magic weapon before rejoining the fray. In familiar terrain, he tries to stun or trip a foe as a standard action and then uses his abundant step ability to seek cover where he can hide. The dwarf then pelts his adversaries with anything on hand.

Base Statistics Without barkskin and cat's grace, the monk's statistics are Init +5; AC 24, touch 20, flat-footed 22; Ref +13; Ranged improvised thrown weapon +13 (1d8+4/19–20); Dex 13; CMD 35 (39 vs. bull rush, 41 vs. trip); Skills Acrobatics +14 (+45 when jumping), Stealth +9.

Statistics

Str 18, Dex 17, Con 12, Int 12, Wis 18, Cha 8

Base Atk +11; CMB +19 (+21 trip); CMD 37 (41 vs. bull rush, 43 vs. trip)

Feats Catch Off-Guard, Combat Reflexes, Dodge, Extra Ki, Gorgon's Fist, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improvised Weapon Mastery, Medusa's Wrath, Power Attack, Scorpion Style, Step Up, Stunning Fist, Throw Anything

Skills Acrobatics +16 (+47 when jumping), Appraise +11 (+13 to assess nonmagical metals or gemstones), Climb +11, Craft (carpentry) +21, Knowledge (dungeoneering, engineering) +6, Knowledge (history) +8, Perception +22 (+24 to notice unusual stonework), Sense Motive +19, Stealth +11

SQ abundant step, diamond body, diamond soul, fast movement, high jump, ki pool (13 points, lawful, magic), maneuver training, purity of body, slow fall 70 ft., wholeness of body

Combat Gearoil of greater magic weapon (3), oil of mending (5), potion of barkskin, potion of cat's grace, potions of cure serious wounds (2); Other Gearamulet of mighty fists +1, belt of giant strength +2, bracers of armor +4, cloak of resistance +3, headband of inspired wisdom +2, ring of protection +1, masterwork artisan's tools, 470 gp

Typically found among tavern brawlers, an improvised hurler turns ordinary objects into devastating weapons.

Creighton Flintfinger

As a child, Creighton hurled his cup at an older boy and knocked him out cold. From that point on, the world was his weapon. Each foe the dwarf faces is a puzzle—how can he win using only what is provided by nature and luck? He has been on this path for 20 years now, and is considered by many to be a living saint.

Combat Encounters: Creighton is friendly with many adventuring parties and city governments. He often travels as a group member, friend of a dignitary, or emissary, and comes to the aid of those who seem worthy.

Roleplaying Suggestions: Creighton is not like other dwarves. Tranquil in conversation, he is a riot of emotion in battle, as he tries to fuse with the world's primal nature.

Horse Monk CR 15

XP 51,200

Human monk 16

LN Medium humanoid (human)

Init +2; Senses Perception +21

Defense

AC 26, touch 22, flat-footed 23 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +4 monk, +3 Wis)

hp 91 (16d8+16)

Fort +14, Ref +15, Will +16; +2 vs. enchantments

Defensive Abilities improved evasion; Immune disease, poison; SR 26

Offense

Speed 80 ft.

Melee +1 unarmed strike +17/+12/+7 (2d8+5) or +1 spear +17/+12/+7 (1d8+7/×3) or +1 unarmed strike flurry of blows +19/+19/+14/+14/+9/+9/+5 (2d8+5)

Ranged blowgun +15/+10/+5 (1d2)

Special Attacks flurry of blows, quivering palm (1/day, DC 21), stunning fist (16/day, DC 21)

Tactics

Before Combat The monk prefers to ambush foes, and uses his diamond body ability to poison either his spear or at least two javelins without risk to himself.

During Combat The monk prefers to fight from horseback, and uses Ride-By Attack and Lunge to hit foes so he faces little risk of retaliation. He often uses Stunning Fist on the first pass, and if successful follows with a Spirited Charge. Against other mounted foes, he uses Improved Trip to unhorse his opponents if possible.

Statistics

Str 18, Dex 14, Con 12, Int 10, Wis 16, Cha 12

Base Atk +12; CMB +20 (+22 trip); CMD 38 (40 vs. trip)

Feats Combat Reflexes, Deadly Aim, Deflect Arrows, Dodge, Improved Trip, Improved Unarmed Strike, Lunge, Mounted Combat, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Ride-By Attack, Snatch Arrows, Spirited Charge, Stunning Fist

Skills Acrobatics +15 (+51 when jumping), Bluff +11, Climb +12, Diplomacy +5, Disguise +3, Handle Animal +5, Intimidate +12, Knowledge (arcana, geography) +1, Knowledge (local) +5, Perception +21, Ride +15, Sense Motive +13, Stealth +17, Survival +8, Swim +9

Languages Common

SQ abundant step, diamond body, diamond soul, fast movement, high jump, ki pool (11 points, adamantine, lawful, magic), maneuver training, purity of body, slow fall 80 ft., wholeness of body

Combat Gearpotion of comprehend languages, potions of cure light wounds (2), potion of cure moderate wounds, potions of glibness (2), potion of invisibility, drow poison (2), giant wasp poison (2), medium spider venom (3); Other Gear+1 spear, blowgun with 20 blowgun darts, amulet of mighty fists +1, bag of holding (type I), belt of giant strength +2, boots of elvenkind, bracers of armor +4, cloak of resistance +3, eyes of the eagle, hat of disguise, headband of inspired wisdom +2, ring of protection +2, light horse (combat trained), 15 gp

These warriors are dangerous on or off their mounts.

Asim the Crimson Bandit

Asim's family had a long tradition of robbing travelers, but he was determined to end that life, seeking out a monastery to remake himself. His riches went to the temple to fund good works, and he gave his expensive clothes to the poor. Yet when territorial changes found the monastery's lands full of invaders, he found himself leading the resistance. Often this war requires robbing the supply trains of his enemies, and what Asim steals he splits between the poor and the war effort.

Combat Encounters: Asim is rarely without several fellow monks. He is always wary, and would rather question an incapacitated foe than fall for an enemy's trap.

Roleplaying Suggestions: More than anything, Asim wants to return to the peaceful life of an ascetic.

Warren Chief CR 16

XP 76,800

Gnome monk 17

LN Small humanoid (gnome)

Init +2; Senses Perception +23

Defense

AC 30, touch 24, flat-footed 27 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +4 monk, +2 natural, +1 size, +4 Wis)

hp 104 (17d8+24)

Fort +13, Ref +14, Will +16; +2 vs. enchantments

Defensive Abilities improved evasion; Immune disease, fire (60 points), poison; SR 27

Offense

Speed 70 ft.

Melee+1 unarmed strike +18/+13/+8 (2d6+4) or +1 ki focus kama +17/+12/+7 (1d4+4) or +1 unarmed strike flurry of blows +20/+20/+15/+15/+10/+10/+5 (2d6+4)

Ranged mwk shuriken +16/+11/+6 (1d1+3) or mwk shuriken flurry of blows +16/+16/+11/+11/+6/+6/+1 (1d1+3)

Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, flurry of blows, quivering palm (1/day, DC 22), stunning fist (17/day, DC 22)

Tactics

Before Combat The monk drinks his potions of barkskin and protection from energy (fire) if he has had time to study his foes' weaknesses. When fighting in cramped or narrow areas, he instead drinks his potion of invisibility and coats an area of the floor with his salve of slipperiness. He then waits for foes to enter the greased area before attacking.

During Combat The monk uses his kama in conjunction with Spring Attack and Improved Trip to knock foes prone, potentially using the kama's ki focus special ability to channel his Stunning Fist. If he has successfully tripped foes with his salve of slipperiness, he activates his slippers of spider climbing so he doesn't have to cross the slippery floor, and uses flurry of blows with his shuriken. If outnumbered, he uses his elemental gem and flanks with the earth elemental.

Base Statistics Without barkskin and protection from energy, the monk's statistics are Immune disease, poison; AC 28, touch 24, flat-footed 25.

Statistics

Str 17, Dex 15, Con 12, Int 12, Wis 18, Cha 10

Base Atk +12; CMB +19 (+21 trip); CMD 37 (39 vs. trip)

Feats Acrobatic Steps, Blind-Fight, Combat Reflexes, Deadly Aim, Dodge, Improved Trip, Improved Unarmed Strike, Mobility, Nimble Moves, Point-Blank Shot, Power Attack, Precise Shot, Scorpion Style, Spring Attack, Stunning Fist, Weapon Focus (unarmed strike)

Skills Acrobatics +20 (+53 when jumping), Climb +16, Craft (pottery) +8, Diplomacy +4, Disable Device +7, Knowledge (dungeoneering, engineering) +6, Knowledge (history) +7, Perception +23, Sense Motive +15, Stealth +24, Survival +8, Swim +7

Languages Common, Dwarven, Gnome, Sylvan; tongue of the sun and moon

SQ abundant step, diamond body, diamond soul, fast movement, high jump, ki pool (12 points, adamantine, lawful, magic), maneuver training, purity of body, slow fall 80 ft., timeless body, wholeness of body

Combat Gearelemental gem (earth), potion of barkskin, potion of cure moderate wounds, potion of cure serious wounds, potion of invisibility, potion of protection from energy (fire), salve of slipperiness; Other Gear+1 ki focus kama, masterwork shuriken (40), amulet of mighty fists +1, belt of giant strength, bracers of armor +4, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +2, slippers of spider climbing, 200 gp

Sometimes adventuring monks return home to serve their communities as chiefs, lawgivers, and protectors. Such towns and villages are thus far more dangerous to assault than one might expect.

Grove Guardian CR 17

XP 102,400

Half-elf monk 18

LN Medium humanoid (elf, human)

Init +6; Senses low-light vision; Perception +24

Defense

AC 31, touch 27, flat-footed 24 (+4 armor, +1 deflection, +6 Dex, +1 dodge, +4 monk, +5 Wis)

hp 148 (18d8+64)

Fort +16, Ref +19, Will +18; +4 vs. enchantments

Defensive Abilities improved evasion; Immune disease, poison; SR 28

Offense

Speed 90 ft.

Melee+2 unarmed strike +21/+16/+11 (2d8+4) or mwk cold iron dagger +20/+15/+10 (1d4+2/19–20) or +2 unarmed strike flurry of blows +24/+24/+19/+19/+14/+14/+9 (2d8+4)

Ranged mwk cold iron dagger +20/+15/+10 (1d4+2/19–20)

Special Attacks flurry of blows, quivering palm (1/day, DC 24), stunning fist (18/day, DC 24)

Tactics

Before Combat The monk attempts to get close to an opponent through Bluff or Diplomacy, then drinks her potions of bear's endurance and bull's strength.

During Combat Against a single foe, the monk opens with Stunning Fist augmented with Improved Vital Strike, then tries to grapple the stunned foe. Against multiple opponents, she uses flurry of blows to attempt trip and disarm maneuvers, making as many foes prone or weaponless as possible, then strikes when those opponents provoke attacks of opportunity. Against foes too large to grapple or immune to stunning, she uses her ki pool to boost her movement, then Spring Attack with Improved Vital Strike to make hit and run attacks.

Base Statistics Without bear's endurance and bull's strength, the monk's statistics are hp 112; Fort +14; Melee+2 unarmed strike +21/+16/+11 (2d8+2) or mwk cold iron dagger +20/+15/+10 (1d4/19–20) or flurry of blows (+2 unarmed strike) +22/+22/+17/+17/+12/+12/+7 (2d8+2); Ranged mwk cold iron dagger +20/+15/+10 (1d4/19–20); Str 10, Con 12; CMD 45 (47 vs. trip); Skills Climb +4, Swim +5.

Statistics

Str 14, Dex 22, Con 16, Int 13, Wis 20, Cha 11

Base Atk +13; CMB +24 (+26 grapple, +28 trip); CMD 47 (49 vs. trip)

Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Defensive Combat Training, Dodge, Greater Trip, Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Trip, Improved Unarmed Strike, Improved Vital Strike, Skill Focus (Acrobatics), Spring Attack, Strike Back, Stunning Fist, Vital Strike, Weapon Finesse

Skills Acrobatics +33 (+75 when jumping), Bluff +8, Climb +4, Diplomacy +8, Knowledge (history) +8, Knowledge (local) +6, Knowledge (religion) +7, Perception +24, Perform (dance) +6, Sense Motive +26, Stealth +23, Swim +5

Languages Common, Elven, Gnome; tongue of the sun and moon

SQ abundant step, diamond body, diamond soul, elf blood, fast movement, high jump, ki pool (14 points, adamantine, lawful, magic), maneuver training, purity of body, slow fall 90 ft., timeless body, wholeness of body

Combat Gearpotion of bear's endurance, potion of bull's strength, potions of cure moderate wounds (2), potions of entropic shield (2), universal solvent (2); Other Gear masterwork cold iron dagger, amulet of mighty fists +2, belt of incredible dexterity +6, bracers of armor +4, cloak of resistance +2, headband of inspired wisdom +4, ring of protection +1, 298 gp

Devoted to the protection of druidic groves or other sacred places of power, grove guardians do anything necessary to protect what they guard.

Xexilia Aishinkai

Xexilia Aishinkai, the 834th of that name, guards one of the world trees. Like those who came before her, she left behind her old life when she was called to the tree.

Sword Savant CR 18

XP 153,600

Elf monk 19

LN Medium humanoid (elf)

Init +5; Senses Perception +19

Defense

AC 31, touch 27, flat-footed 25 (+4 armor, +2 deflection, +5 Dex, +1 dodge, +4 monk, +5 Wis)

hp 108 (19d8+19)

Fort +14, Ref +19, Will +19; +4 vs. enchantments

Defensive Abilities improved evasion; Immune disease, poison; SR 29

Offense

Speed 90 ft.

Melee+3 longsword +23/+18/+13 (1d8+10/17–20/×2) or +1 unarmed strike +20/+15/+10 (2d8+6) or +1 unarmed strike flurry of blows +23/+23/+18/+18/+13/+13/+8 (2d8+6)

Ranged+1 shuriken +20/+15/+10 (1d2+6) or +1 shuriken flurry of blows +23/+23/+18/+18/+13/+13/+8 (1d2+6)

Special Attacks flurry of blows, quivering palm (1/day, DC 24), stunning fist (19/day, DC 24)

Tactics

Before Combat The monk prefers to challenge foes openly. He spends a point from his ki pool to increase his speed.

During Combat The monk uses Great Cleave and Lunge in tandem, normally spending a point from his ki pool to offset the Armor Class penalty of these two feats. The monk makes unarmed strikes, attempting to stun or stagger with Stunning Fist and then use Improved Bull Rush to push the enemy away. If overwhelmed, the monk drinks a potion of mirror image to confuse attackers, uses Spring Attack or Great Cleave to attack multiple opponents as a standard action, then moves away quickly. The monk always leaves 2 points in his ki pool so he can use abundant step if he's severely threatened.

Statistics

Str 20, Dex 20, Con 10, Int 12, Wis 20, Cha 8

Base Atk +14; CMB +24 (+26 trip); CMD 46 (48 vs. trip)

Feats Cleave, Combat Reflexes, Critical Focus, Dodge, Extra Ki, Great Cleave, Improved Bull Rush, Improved Critical (longsword), Improved Trip, Improved Unarmed Strike, Lunge, Martial Weapon Proficiency (longsword), Power Attack, Spring Attack, Stand Still, Stunning Fist, Tiring Critical, Weapon Focus (longsword)

Skills Acrobatics +27 (+70 when jumping), Intimidate +12, Knowledge (arcana, nobility) +6, Knowledge (history) +14, Knowledge (religion) +9, Linguistics +5, Perception +19, Sense Motive +26, Stealth +16

Languages Common, Draconic, Dwarven, Elven, Giant, Infernal, Undercommon; tongue of the sun and moon

SQ abundant step, diamond body, diamond soul, empty body, fast movement, high jump, ki pool (16 points, adamantine, lawful, magic), maneuver training, purity of body, slow fall 90 ft., timeless body, wholeness of body

Combat Gearpotions of cure moderate wounds (2), potions of cure serious wounds (2), potions of mirror image (2), silversheen (2); Other Gear +3 longsword, +1 shuriken (50), amulet of mighty fists +1, bag of holding (type I), belt of physical might (Str, Dex) +4, boots of elvenkind, bracers of armor +4, cloak of resistance +3, headband of inspired wisdom +4, ring of protection +2, 191 gp

Some elven monks master the art of carnage with one chosen weapon. Sword savants are particularly adept at keeping their foes at a distance until it's time to land the killing blow.

Ehtyar Nasta

No one wields a sword the way that Ehtyar Nasta does. His movements are like the wind, his thrusts like fire, and his parries like stone. One of the rare weapon masters of the age, Ehtyar uses his art to protect the world from the horrors that live beyond reality. He is especially wary of the machinations of the creatures of the Shadow Plane, and travels that plane pursuing one conspiracy or another. When not on a mission, he does fighting form demonstrations for the enlightenment and entertainment of the young.

Combat Encounters: Ehtyar is at his most tense when chasing creatures of the Shadow Plane. He's often paranoid of strangers, who he believes his enemies use to get close to him.

Roleplaying Suggestions: Ifhe's in a place of safety, this elf is calm, helpful, and very generous with his time. When stressed, he is unyielding, overly cautious, and curt.

Ageless Master CR 19

XP 204,800

Human monk 20

LN Medium outsider (human)

Init +6; Senses darkvision 60 ft.; Perception +28

Defense

AC 34, touch 27, flat-footed 31 (+5 armor, +2 deflection, +2 Dex, +1 dodge, +5 monk, +2 natural, +7 Wis)

hp 153 (20d8+60)

Fort +18, Ref +18, Will +23; +2 vs. enchantments

Defensive Abilities improved evasion; DR 10/chaotic; Immune disease, poison; SR 30

Offense

Speed 90 ft.

Melee+3 unarmed strike +23/+18/+13 (2d10+7) or mwk alchemical sliver dagger +20/+15/+10 (1d4+4/19–20) or +3 unarmed strike flurry of blows +26/+26/+21/+21/+16/+16/+11 (2d10+7)

Ranged mwk shuriken +18/+13/+8 (1d2+4) or mwk shuriken flurry of blows +21/+21/+16/+16/+11/+11/+6 (1d2+4)

Special Attacks flurry of blows, quivering palm (1/day, DC 27), stunning fist (20/day, DC 27)

Tactics

Before Combat The monk drinks his potions of barkskin and bear's endurance.

During Combat The monk expends a point from his ki pool at the beginning of combat to increase his speed. He then closes with a single opponent to deliver an Improved Vital Strike combined with Stunning Fist. If successful, he makes a full attack with his flurry of blows in the next round, attempting to finish the hampered opponent. He uses this tactic whenever possible, using flurry of blows or Power Attack only against targets that have already had their AC compromised from being stunned or tripped. Otherwise, he uses his mobility and high Acrobatics skill to move in and out of melee. When fighting four or more opponents, the monk activates his feather token (whip) and targets spellcasters first with Stunning Fist combined with Medusa's Wrath.

Base Statistics Without barkskin and bear's endurance, the monk's statistics are AC 32, touch 27, flat-footed 29; hp 113; Fort +16; Con 10.

Statistics

Str 18, Dex 14, Con 14, Int 13, Wis 24, Cha 10

Base Atk +15; CMB +24 (+26 trip); CMD 46 (48 vs. trip)

Feats Blind-Fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Gorgon's Fist, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improved Vital Strike, Lightning Stance, Medusa's Wrath, Power Attack, Scorpion Style, Spring Attack, Stunning Fist, Vital Strike, Weapon Focus (unarmed strike), Wind Stance

Skills Acrobatics +20 (+64 when jumping), Bluff +5, Craft (origami) +14, Diplomacy +5, Heal +19, Knowledge (arcana) +6, Knowledge (history) +14, Knowledge (religion) +9, Linguistics +3, Perception +28, Sense Motive +30, Stealth +18

Languages Common, Draconic, Dwarven, Elven; tongue of the sun and moon

SQ abundant step, diamond body, diamond soul, empty body, fast movement, high jump, ki pool (17 points, adamantine, lawful, magic), maneuver training, perfect self, purity of body, slow fall any distance, timeless body, wholeness of body

Combat Geardust of appearance, feather token (whip), potions of barkskin (3), potions of bear's endurance (2), potions of cure light wounds (2), potions of cure moderate wounds (2), potions of cure serious wounds (3), potions of lesser restoration (2), universal solvent (2); Other Gear masterwork alchemical silver dagger, shuriken (50), amulet of mighty fists +3, bag of holding (type I), belt of giant strength +4, boots of elvenkind, bracers of armor +5, cloak of resistance +4, headband of inspired wisdom +6, ring of protection +2, healer's kit, 130 gp

Ageless masters prefer to spread wisdom, but once roused they are dangerous opponents.

Oyonchol

Master Oyonchol spends most of his time on a high pillar on the side of a trade route in the middle of a desolate steppe. Pilgrims leave offerings at its base, and sometimes young monks camp under the pillar, hoping to gain wisdom. Most are disappointed, and at least one has died of exposure while Master Oyonchol sat silently pondering the changing seasons.