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Arms of Balance (Ranya Shibhatesh)Creature 15


UncommonLNMediumHumanHumanoid
Source Pathfinder #167: Ready? Fight!
Perception +27
Languages Goblin, Taldane, Tien
Skills Acrobatics +29, Athletics +30, Performance +26
Str +5, Dex +4, Con +4, Int +0, Wis +4, Cha +1

AC 35 37 vs. ranged attacks; Fort +27; Reflex +27; Will +27;
HP 300
Speed 45 feet

Fist One Action +27 (+23, +19) to hit (agile, magical, unarmed) 3d6+13 Bludgeoning + 1d6 Electricity
Tornado Lunge One Action +27 (+23, +19) to hit (agile, reach 10, unarmed) 3d8+13 Bludgeoning + 1d6 Electricity
Wind Crash One Action +27 (+23, +19) to hit (agile, nonlethal, propulsive, range increment 30, unarmed) 1d6 Electricity + 3d6+13 Bludgeoning

Draw of the Aurora Two Actions (electricity)

The monk lets loose a powerful breath of air, whose effect depends on the type of energy to which the monk is attuned. The monk can't use this ability again for 1d4 rounds.

Ranya looses four lightning bolts, electrifying creatures and magnetizing them closer to her. Four 60-foot lines of electricity stretch out from Ranya's space, one in each cardinal direction, dealing 4d12 electricity damage. Each creature in an affected area must attempt a DC 33 reflex save. If this ability causes an undetected creature to glow, that creature becomes hidden instead to creatures that can see any part of its space (even if it is invisible or Sneaks).


Critical Success The creature is unaffected.

Success The creature takes half damage, glows until the end of the monk's next turn, and is pulled 5 feet toward Ranya.

Failure The creature takes full damage, glows until the end of the monk's next turn, and is pulled 15 feet toward Ranya.

Critical Failure The creature takes double damage, glows for 1 minute, and is pulled 30 feet toward Ranya.

Flurry of Blows One Action (flourish)

The monk makes two Strikes with his fist or with a monk weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.

Improved Knockdown Free Action

The monster can use Knockdown as a free action triggered by a hit with its initial attack.


Focus Spells (DC 34, +26 to hit)

8th Level: Wild Winds Stance, Wind Jump



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.