Awakened Squirrel Monk 20th
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Tiny Outsider |
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Hit Dice: |
21d8+84 (178 hp) |
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Initiative: |
+9 (+5 Dex, +4
Improved Initiative) |
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Speed: |
90 ft. (18 squares),
climb 90 ft. |
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Armor Class: |
26 (+2 size, +5 Dex,
+4 Monk, +5 Wisdom), touch 26, flat-footed 21 |
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Base
Attack/Grapple: |
+15/+9 (vs. Medium) |
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Attack: |
Unarmed Strike +20
melee (2d6+2 19-20x2) or Bite +22 melee (1d3+2) |
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Full Attack: |
Unarmed Strike
+20/+15/+10 melee (2d6+2 19-20x2) or Flurry of Blows +20/+20/+20/+15/+10
melee (2d6+2 19-20x2) or Bite +22 melee (1d3+2) |
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Space/Reach: |
2-1/2 ft./0 ft. |
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Special Attacks: |
Unarmed Strike |
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Special Qualities: |
Low-light vision,
scent, Flurry of Blows, Evasion, Still mind, Ki Strike (magic, lawful, and
adamantine), Slow Fall (any distance), Purity of Body, Wholeness of Body,
Improved Evasion, Diamond Body, Greater Flurry, Abundant Step, Diamond
Soul, Quivering Palm, Timeless Body, Tongue of the Sun and Moon, Empty
Body, Perfect Self, SR 30, DR 10/magic |
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Saves: |
Fort +18, Ref +19,
Will +17 |
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Abilities: |
Str 15, Dex 20, Con
18, Int 16, Wis 20, Cha 17 |
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Skills: |
Balance +23, Climb
+25, Concentration +14, Diplomacy +13, Escape Artist +17, Hide +27, Jump
+12, Knowledge (Arcana) +13, Knowledge (Religion) +13, Listen +17, Move
Silently +23, Sense Motive +15, Spot +16, Swim +12, Tumble +21 |
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Feats: |
Weapon Finesse,
Improved Unarmed Strike, Stunning Fist, Combat Reflexes, Improved Disarm,
Deflect Arrows, Dodge, Mobility, Spring Attack, Improved Initiative,
Improved Trip, Improved Critical (Unarmed Strike) |
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Environment: |
Any Forest |
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Organization: |
Family (2 to 10) |
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Challenge Rating: |
21 |
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Alignment: |
Lawful Neutral |
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Advancement: |
— |
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Level Adjustment: |
— |
Squirrels usually run away. They bite only
as a last resort. Ling Fe, on the
other hand, kicks the butt of anyone who attempts to damage the forests.
Monks are not proficient
with any armor or shields
When wearing armor, using a
shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well
as her fast movement and flurry of blows abilities.
AC Bonus (Ex):
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her
AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus
increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th,
and +4 at 20th level).
These bonuses to AC apply
even against touch attacks or when the monk is flat-footed. She loses these
bonuses when she is immobilized or helpless, when she wears any armor, when she
carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex):
When unarmored, a monk may strike with a flurry of blows at the expense of
accuracy. When doing so, she may make one extra attack in a round at her highest
base attack bonus, but this attack takes a –2 penalty, as does each other
attack made that round. The resulting modified base attack bonuses are shown in
the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies
for 1 round, so it also affects attacks of opportunity the monk might make
before her next action. When a monk reaches 5th level, the penalty lessens to
–1, and at 9th level it disappears. A monk must use a full attack action to
strike with a flurry of blows.
When using flurry of blows,
a monk may attack only with unarmed strikes or with special monk weapons (kama,
nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with
unarmed strikes and special monk weapons interchangeably as desired. When using
weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str
bonus x 1-1/2 or x1/2) to her damage rolls for all successful
attacks, whether she wields a weapon in one or both hands. The monk can’t use
any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the
quarterstaff, each end counts as a separate weapon for the purpose of using the
flurry of blows ability. Even though the quarterstaff requires two hands to use,
a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming
that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th
level, her flurry of blows ability improves. In addition to the standard single
extra attack she gets from flurry of blows, she gets a second extra attack at
her full base attack bonus.
Unarmed Strike:
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s
attacks may be with either fist interchangeably or even from elbows, knees, and
feet. This means that a monk may even make unarmed strikes with her hands full.
There is no such thing as an off-hand attack for a monk striking unarmed. A monk
may thus apply her full Strength bonus on damage rolls for all her unarmed
strikes.
Usually a monk’s unarmed
strikes deal lethal damage, but she can choose to deal nonlethal damage instead
with no penalty on her attack roll. She has the same choice to deal lethal or
nonlethal damage while grappling.
A monk’s unarmed strike is
treated both as a manufactured weapon and a natural weapon for the purpose of
spells and effects that enhance or improve either manufactured weapons or
natural weapons.
A monk also deals more
damage with her unarmed strikes than a normal person would, as shown on Table:
The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small
monk deals less damage than the amount given there with her unarmed attacks,
while a Large monk deals more damage; see Table: Small or Large Monk Unarmed
Damage.
Table: Small or Large Monk Unarmed
Damage
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Level |
Damage (Small
Monk) |
Damage (Large
Monk) |
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1st–3rd |
1d4 |
1d8 |
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4th–7th |
1d6 |
2d6 |
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8th–11th |
1d8 |
2d8 |
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12th–15th |
1d10 |
3d6 |
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16th–19th |
2d6 |
3d8 |
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20th |
2d8 |
4d8 |
Bonus Feat:
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a
bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect
Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or
Improved Trip as a bonus feat. A monk need not have any of the prerequisites
normally required for these feats to select them.
Evasion (Ex):
At 2nd level or higher if a monk makes a successful Reflex saving throw against
an attack that normally deals half damage on a successful save, she instead
takes no damage. Evasion can be used only if a monk is wearing light armor or no
armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex):
At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table:
The Monk. A monk in armor or carrying a medium or heavy load loses this extra
speed.
Still Mind (Ex):
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells
and effects from the school of enchantment.
Ki Strike
(Su): At 4th level, a monk’s unarmed
attacks are empowered with ki. Her unarmed attacks are treated as magic
weapons for the purpose of dealing damage to creatures with damage reduction. Ki
strike improves with the character’s monk level. At 10th level, her
unarmed attacks are also treated as lawful weapons for the purpose of dealing
damage to creatures with damage reduction. At 16th level, her unarmed attacks
are treated as adamantine weapons for the purpose of dealing damage to creatures
with damage reduction and bypassing hardness.
Slow Fall (Ex): At
4th level or higher, a monk within arm’s reach of a wall can use it to slow
her descent. When first using this ability, she takes damage as if the fall were
20 feet shorter than it actually is. The monk’s ability to slow her fall (that
is, to reduce the effective distance of the fall when next to a wall) improves
with her monk level until at 20th level she can use a nearby wall to slow her
descent and fall any distance without harm.
Purity of Body (Ex):
At 5th level, a monk gains immunity to all diseases except for supernatural and
magical diseases.
Wholeness of Body (Su):
At 7th level or higher, a monk can heal her own wounds. She can heal a number of
hit points of damage equal to twice her current monk level each day, and she can
spread this healing out among several uses.
Improved Evasion (Ex):
At 9th level, a monk’s evasion ability improves. She still takes no damage on
a successful Reflex saving throw against attacks, but henceforth she takes only
half damage on a failed save. A helpless monk does not gain the benefit of
improved evasion.
Diamond Body (Su):
At 11th level, a monk gains immunity to poisons of all kinds.
Abundant Step (Su):
At 12th level or higher, a monk can slip magically between spaces, as if using
the spell dimension door, once per day. Her caster level for this effect
is one-half her monk level (rounded down).
Diamond Soul (Ex):
At 13th level, a monk gains spell resistance equal to her current monk level +
10. In order to affect the monk with a spell, a spellcaster must get a result on
a caster level check (1d20 + caster level) that equals or exceeds the monk’s
spell resistance.
Quivering Palm (Su):
Starting at 15th level, a monk can set up vibrations within the body of another
creature that can thereafter be fatal if the monk so desires. She can use this
quivering palm attack once a week, and she must announce her intent before
making her attack roll. Constructs, oozes, plants, undead, incorporeal
creatures, and creatures immune to critical hits cannot be affected. Otherwise,
if the monk strikes successfully and the target takes damage from the blow, the
quivering palm attack succeeds. Thereafter the monk can try to slay the victim
at any later time, as long as the attempt is made within a number of days equal
to her monk level. To make such an attempt, the monk merely wills the target to
die (a free action), and unless the target makes a Fortitude saving throw (DC 10
+ 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving
throw is successful, the target is no longer in danger from that particular
quivering palm attack, but it may still be affected by another one at a later
time.
Timeless Body (Ex):
Upon attaining 17th level, a monk no longer takes penalties to her ability
scores for aging and cannot be magically aged. Any such penalties that she has
already taken, however, remain in place. Bonuses still accrue, and the monk
still dies of old age when her time is up.
Tongue of the Sun and
Moon (Ex): A monk of 17th level or
higher can speak with any living creature.
Empty Body (Su):
At 19th level, a monk gains the ability to assume an ethereal state for 1 round
per monk level per day, as though using the spell etherealness. She may
go ethereal on a number of different occasions during any single day, as long as
the total number of rounds spent in an ethereal state does not exceed her monk
level.
Perfect Self:
At 20th level, a monk becomes a magical creature. She is forevermore treated as
an outsider rather than as a humanoid (or whatever the monk’s creature type
was) for the purpose of spells and magical effects. Additionally, the monk gains
damage reduction 10/magic, which allows her to ignore the first 10 points of
damage from any attack made by a nonmagical weapon or by any natural attack made
by a creature that doesn’t have similar damage reduction. Unlike other
outsiders, the monk can still be brought back from the dead as if she were a
member of her previous creature type.