Golarion's Finest (Brartork)Creature 13
Source Pathfinder #166: Despair on Danger Island
Perception +23
Languages Taldane, Tien
Skills Acrobatics +26, Athletics +26, Occultism +23
Str +5, Dex +4, Con +3, Int +2, Wis +3, Cha +0
AC 33; Fort +23; Reflex +23; Will +23;
HP 210
Speed 30 feet
Bo Staff +27 (+22, +17) to hit (magical, parry, reach, trip) 2d8+11 Bludgeoning
Fist +27 (+23, +19) to hit (agile, coldiron, finesse, magical, nonlethal, silver, unarmed) 2d6+11 Bludgeoning
Dart +24 (+20, +16) to hit (agile, magical, thrown 20) 2d6+9 Bludgeoning
Flurry of Blows (flourish)
Brartork 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.
Hurling TossRequirements Brartork has a creature grabbed or restrained
Effect Brartork attempts an Athletics check against the creature's Fortitude DC.
Critical Success Brartork tosses the creature 25 feet, dealing 2d8 bludgeoning damage, and the creature falls Prone.
Success As critical success, except the creature doesn't fall prone.
Failure Brartork fails to throw the creature.
Critical Failure Brartork fails to throw the creature, and the creature is no longer grabbed or restrained by Brartork.
Knocking Sweep (flourish)Brartork swings their weapon with a sweeping spin. They attempt separate Athletics check to Trip any number of creatures within their reach. Each attempt counts toward the ki adept's multiple attack penalty, but the multiple attack penalty doesn't increase until after they makes all the attacks.
Powerful FistsBrartork's fist Strikes are treated as cold iron and silver and don't take penalties when making lethal attacks.
Punch DownBrartork deals an extra 2d10 damage to Prone creatures.
KnockdownRequirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.
Effect The monster knocks the target Prone.
Focus Spells (DC 32, +24 to hit)
1st Level: Ki Strike
7th Level: Abundant Step, Ki Blast, Ki Rush, Wholeness of Body, Wind Jump
Traits
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.
HumanA 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.