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<blockquote data-quote="the Jester" data-source="post: 3123364" data-attributes="member: 1210"><p>Here's Ah-Koon, guardian of the chair, who Chakar engaged above.</p><p></p><p><strong>AH-KOON, GUARDIAN OF THE CHAIR--- CR 28 </strong></p><p>Human monk 28</p><p>LN medium outsider (augmented humanoid, extraplanar, human)</p><p><strong>Init</strong> +5; <strong>Senses</strong> Listen +41, Spot +10 </p><p><strong>Languages</strong> all</p><p> </p><p><strong>AC</strong> 42, touch 36, flat-footed 37; Improved Combat Expertise</p><p><strong>Hit Dice</strong> 28d8+78 (220 hp); <strong>DR</strong> 10/magic; <strong>Fast Healing</strong> 3</p><p><strong>SR </strong>38</p><p><strong>Fort</strong> +22, <strong>Ref </strong>+26, <strong>Will </strong>+31 (+33 vs. enchantments); improved evasion <strong>Immune</strong> disease, poison; freedom of movement</p><p> </p><p><strong>Speed</strong> 90 ft. (18 squares); may move 10’ as a 5’ step </p><p><strong>Melee</strong> unarmed strike +29/29/29/24/19 (4d8 + 1d6 +5)</p><p><strong>Ranged</strong> javelin of lightning (5d6 electrical; Ref half DC 14) </p><p><strong>Base Atk</strong> +19; <strong>Grp</strong> +24</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. </p><p><strong>Atk Options</strong> Axiomatic Strike, Combat Expertise, flurry of blows, Freezing the Lifeblood, Improved Trip, ki strike (adamantine, lawful, magic), Stunning Fist (28/day, Fort DC 34)</p><p><strong>Combat Gear</strong> dust of disappearance (15 pinches), potions of cure critical wounds (4d8+20) (3), tanglefoot bags (4), javelins of lightning (4)</p><p><strong>Special Actions</strong> abundant step 1/day, empty body 28 rounds/day, wholeness of body (40 hp/day) </p><p> </p><p><strong>Str</strong> 21, <strong>Dex</strong> 21, <strong>Con</strong> 13,<strong> Int</strong> 10, <strong>Wis</strong> 31, <strong>Cha</strong> 10</p><p><strong>SQ</strong> slow fall (any distance)</p><p><strong>Feats</strong> Axiomatic Strike, Combat Expertise, Combat Reflexes, Deflect Arrows (B), Fists of Iron, Freezing the Lifeblood, Improved Combat Expertise, Improved Trip (B), Improved Natural Attack (unarmed strike), Rapid Stunning, Stunning Fist (B), Weapon Focus (unarmed strike)</p><p><strong>Epic Feats</strong> Exceptional Deflection, Fast Healing, Infinite Deflection</p><p><strong>Skills </strong>Climb +36, Escape Artist +46, Jump +46, Listen +41, Swim +36, Tumble +46</p><p>Possessions combat gear plus amulet of mighty fists +5, bracers of armor +6, ring of protection +7, ring of freedom of movement, mantle of the master monk (see appendix 2), belt of giant strength +6, slippers of fancy footwork (see appendix 2), +5/+5 silver/cold iron quarterstaff, cloak of resistance +5, hat of incredible toughness (see appendix 2).</p><p></p><p> </p><p><strong>Tactics:</strong> If confronted by enemies Ah-Koon will prove maddeningly hard to defeat. His high saves, good hp and excellent AC potential (he will typically devote 10 or more points of base attack to AC) will prevent an easy defeat. He will usually fight a defensive battle, using rapid stunning attacks or Freezing the Lifeblood attempts. He will try to take anyone that can actually hit him out first. If none of the pcs seems able to harm him, he will concentrate first on spellcasters. If the intruders appear to be a significant threat he will flee to gain help from whichever direction the intruders did not come from.</p></blockquote><p></p>
[QUOTE="the Jester, post: 3123364, member: 1210"] Here's Ah-Koon, guardian of the chair, who Chakar engaged above. [B]AH-KOON, GUARDIAN OF THE CHAIR--- CR 28 [/B] Human monk 28 LN medium outsider (augmented humanoid, extraplanar, human) [B]Init[/B] +5; [B]Senses[/B] Listen +41, Spot +10 [B]Languages[/B] all [B]AC[/B] 42, touch 36, flat-footed 37; Improved Combat Expertise [B]Hit Dice[/B] 28d8+78 (220 hp); [B]DR[/B] 10/magic; [B]Fast Healing[/B] 3 [B]SR [/B]38 [B]Fort[/B] +22, [B]Ref [/B]+26, [B]Will [/B]+31 (+33 vs. enchantments); improved evasion [B]Immune[/B] disease, poison; freedom of movement [B]Speed[/B] 90 ft. (18 squares); may move 10’ as a 5’ step [B]Melee[/B] unarmed strike +29/29/29/24/19 (4d8 + 1d6 +5) [B]Ranged[/B] javelin of lightning (5d6 electrical; Ref half DC 14) [B]Base Atk[/B] +19; [B]Grp[/B] +24 [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. [B]Atk Options[/B] Axiomatic Strike, Combat Expertise, flurry of blows, Freezing the Lifeblood, Improved Trip, ki strike (adamantine, lawful, magic), Stunning Fist (28/day, Fort DC 34) [B]Combat Gear[/b] dust of disappearance (15 pinches), potions of cure critical wounds (4d8+20) (3), tanglefoot bags (4), javelins of lightning (4) [B]Special Actions[/B] abundant step 1/day, empty body 28 rounds/day, wholeness of body (40 hp/day) [B]Str[/B] 21, [B]Dex[/B] 21, [B]Con[/B] 13,[B] Int[/B] 10, [B]Wis[/B] 31, [B]Cha[/B] 10 [B]SQ[/B] slow fall (any distance) [B]Feats[/B] Axiomatic Strike, Combat Expertise, Combat Reflexes, Deflect Arrows (B), Fists of Iron, Freezing the Lifeblood, Improved Combat Expertise, Improved Trip (B), Improved Natural Attack (unarmed strike), Rapid Stunning, Stunning Fist (B), Weapon Focus (unarmed strike) [B]Epic Feats[/B] Exceptional Deflection, Fast Healing, Infinite Deflection [B]Skills [/B]Climb +36, Escape Artist +46, Jump +46, Listen +41, Swim +36, Tumble +46 Possessions combat gear plus amulet of mighty fists +5, bracers of armor +6, ring of protection +7, ring of freedom of movement, mantle of the master monk (see appendix 2), belt of giant strength +6, slippers of fancy footwork (see appendix 2), +5/+5 silver/cold iron quarterstaff, cloak of resistance +5, hat of incredible toughness (see appendix 2). [B]Tactics:[/B] If confronted by enemies Ah-Koon will prove maddeningly hard to defeat. His high saves, good hp and excellent AC potential (he will typically devote 10 or more points of base attack to AC) will prevent an easy defeat. He will usually fight a defensive battle, using rapid stunning attacks or Freezing the Lifeblood attempts. He will try to take anyone that can actually hit him out first. If none of the pcs seems able to harm him, he will concentrate first on spellcasters. If the intruders appear to be a significant threat he will flee to gain help from whichever direction the intruders did not come from. [/QUOTE]
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