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Golarion's Finest (Krankkiss)Creature 13


UncommonNMediumHumanHumanoid
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 One Action +27 (+22, +17) to hit (magical, parry, reach, trip) 2d8+11 Bludgeoning
Fist One Action +27 (+23, +19) to hit (agile, coldiron, finesse, magical, nonlethal, silver, unarmed) 2d6+11 Bludgeoning
Dart One Action +24 (+20, +16) to hit (agile, magical, thrown 20) 2d6+9 Bludgeoning

Electric Shroud Reaction (electricity, evocation, primal)

Trigger A creature hits Krankkiss with an unarmed attack.


Effect Krankkiss focuses his ki power to produce electricity. The triggering creature takes 2d6 electricity damage.

Flurry of Blows One Action (flourish)

Krankkiss 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.

Knocking Sweep Two Actions (flourish)

Krankkiss 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 Fists

Krankkiss' fist Strikes are treated as cold iron and silver and don't take penalties when making lethal attacks.

Punch Down

Krankkiss deals an extra 2d10 damage to Prone creatures.

Knockdown One Action

Requirements 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

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.