Warren Chief CR 16
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
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)
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.
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 Gear elemental 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.
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.