GOMWAI CR 10 Male Hobgoblin Monk 11 LE Medium Humanoid (Goblinoid) Init +7; Senses Darkvision (60 feet); Perception +6 -------------------- DEFENSE -------------------- AC 27, touch 23, flat-footed 23 (+4 armor, +3 Dex, +3 deflection, +1 dodge) hp 117 (11d8+44) Fort +14, Ref +14, Will +13 Defensive Abilities Evasion, Improved Evasion; Immune Diamond Body, fear, disease, poison -------------------- OFFENSE -------------------- Spd 60 ft. Melee Unarmed Strike +17/+12 (2d8+4/20/x2) Special Attacks Flurry of Blows +9/+9/+4/+4/-1, Ki Strike, Lawful, Ki Strike, Magic -------------------- STATISTICS -------------------- Str 15/17, Dex 17, Con 14/16, Int 10, Wis 14, Cha 8 Base Atk +8; CMB +14 (+16 Bull Rushing+16 Grappling+16 Tripping); CMD 34 (36 vs. Bull Rush36 vs. Grapple36 vs. Trip) Feats Dodge, Improved Bull Rush, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Intimidating Prowess, Mobility, Monk Weapon Proficiencies, Power Attack -3/+6, Stunning Fist (12/day) (DC 17), Toughness +11, Weapon Focus: Unarmed Strike Skills Acrobatics +21, Appraise +4, Bluff +3, Climb +19, Diplomacy +3, Disguise +3, Escape Artist +7, Fly +7, Heal +6, Intimidate +20, Perception +6, Ride +7, Sense Motive +13, Stealth +23, Survival +6, Swim +7 Languages Common, Goblin SQ AC Bonus +6, Fast Movement (+30'), High Jump (+11) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 50' (Ex), Still Mind (Ex), Stunning Fist (Stun, Fatigue, Sicken) (Ex), Unarmed Strike (2d8), Wholeness of Body (11 HP/use) (Su) Other Gear Belt of Physical Might, STR & CON +2, Bracers of Armor, +4, Merciful Amulet of Mighty Fists +1, Potion of Barkskin (CL 9), Potion of Cure Serious Wounds, Potion of Fly, Ring of Protection, +3, Robe, Monk's -------------------- TRACKED RESOURCES -------------------- Ki Pool (Su) - 0/7 Potion of Barkskin (CL 9) - 0/1 Potion of Cure Serious Wounds - 0/1 Potion of Fly - 0/1 Stunning Fist (12/day) (DC 17) - 0/12 -------------------- SPECIAL ABILITIES -------------------- AC Bonus +6 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Darkvision (60 feet) You can see in the dark (black and white vision only). Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Fast Movement (+30') The Monk adds 10 or more feet to his base speed. Flurry of Blows +9/+9/+4/+4/-1 (Ex) Make Flurry of Blows attack as a full action. High Jump (+11) (Ex) +11 to Acrobatics checks made to jump. Immune to Fear (Ex) You are immune to all fear effects. Immunity to Disease You are immune to diseases. Immunity to Poison You are immune to poison. Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity. Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage. Improved Grapple You grapple at +2, with no attacks of opportunity allowed. Improved Trip You Trip at +2 and don't cause an attack of opportunity. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Maneuver Training (Ex) CMB = other BABs + Monk level Mobility +4 to AC against some attacks of opportunity. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Slow Fall 50' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall. Still Mind (Ex) +2 to saves against enchantment spells and effects. Stunning Fist (12/day) (DC 17) You can stun an opponent with an unarmed attack. Stunning Fist (Stun, Fatigue, Sicken) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio Unarmed Strike (2d8) The Monk does lethal damage with his unarmed strikes. Wholeness of Body (11 HP/use) (Su) Self-heal monk level in damage for 2 Ki points. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.