Home >Bestiary >NPCs >NPCs (CR 17) >

Grove Guardian (Half-Elf Monk 18)

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 Gear potion 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



DESCRIPTION

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

Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.