Improvised Hurler (Dwarf Monk 15)

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 non-magical 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 Gear oil of greater magic weapon (3), oil of mending (5), potion of barkskin, potion of cat’s grace, potions of cure serious wounds (2); Other Gear amulet 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

DESCRIPTION

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

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.

scroll to top