Steadfast Defender (Dwarf Monk 9)

Steadfast Defender CR 8

XP 4,800
Dwarf Monk 9
LN Medium humanoid (dwarf)
Init +1; Senses Perception +16


AC 22, touch 18, flat-footed 21 (+4 armor, +1 deflection, +1 Dex, +2 monk, +4 Wis)
hp 93 (9d8+49)
Fort +12, Ref +8, Will +11; +2 vs. poison, spells, and spell-like abilities; +2 vs. enchantments
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved evasion; Immune disease


Speed 50 ft.
Melee unarmed strike +9/+4 (1d10+3) or mwk heavy pick +10/+5 (1d6+4/×4) or unarmed strike flurry of blows +10/+10/+5/+5 (1d10+3)
Ranged mwk shuriken +8/+3 (1d2+3) or mwk shuriken flurry of blows +8/+8/+3/+3 (1d2+3)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, flurry of blows, stunning fist (9/day, DC 18)


Before Combat The monk drinks his potions of mage armor and bear’s endurance and tries to find a choke point where he can stand fast and hold off his enemies.

During Combat If he can control an opening such as a doorway, the monk does his best not to move or let others past. He uses Vital Strike whenever he cannot use flurry of blows. He uses Improved Bull Rush on any opponent that has failed its saving throw versus Scorpion Style, trying to remove it from direct combat. He trips those adjacent to him so he can make attacks of opportunity when they stand up from prone. Against a single opponent, the steadfast defender uses his ki pool to add extra attacks to his flurry of blows; against multiple opponents he uses it to improve his Armor Class.

Base Statistics

When not under the effects of bear’s endurance and mage armor, the monk’s statistics are AC 19, touch 18, flat-footed 18; hp 75; Fort +10; Con 16.


Str 16, Dex 12, Con 20, Int 10, Wis 18, Cha 6
Base Atk +6; CMB +12 (+14 bull rush or trip); CMD 30 (36 vs. bull rush or trip)
Feats Combat Reflexes, Defensive Combat Training, Improved Bull Rush, Improved Trip, Improved Unarmed Strike, Power Attack, Scorpion Style, Stand Still, Stunning Fist, Vital Strike
Skills Acrobatics +11 (+28 when jumping), Appraise +3 (+5 to assess non-magical metals or gemstones), Climb +8, Knowledge (dungeoneering, engineering) +5, Perception +16 (+18 to notice unusual stonework), Sense Motive +12, Stealth +9
Languages Common, Dwarven
SQ fast movement, high jump, ki pool (8 points, magic), maneuver training, purity of body, slow fall 40 ft., wholeness of body
Combat Gear potion of bear’s endurance, potions of cure light wounds (2), potions of cure moderate wounds (2), potions of mage armor (2), potions of magic weapon (2), antitoxin, holy water (2); Other Gear masterwork heavy pick, masterwork shuriken (50), belt of giant strength +2, bracers of armor +1, cloak of resistance +1, ring of protection +1, 141 gp


Steadfast defenders often serve as guards in monasteries and as bodyguards for important dignitaries.

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.

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